qazzquimby
2015-01-06, 02:19 AM
The Party
Level
Fort
Ref
Will
Special
Hero Levels
Ultimates
DCs
1st
2
2
2
How this all works
1/x/x/x
0
15
2nd
3
3
3
1/1/x/x
0
16
3rd
3
3
3
1/1/1/x
0
17
4th
4
4
4
1/1/1/1
1
18
5th
4
4
4
2/1/1/1
1
18
6th
5
5
5
2/2/1/1
1
19
7th
5
5
5
2/2/2/1
1
20
8th
6
6
6
2/2/2/2
1
21
9th
6
6
6
3/2/2/2
2
21
10th
7
7
7
3/3/2/2
2
22
11th
7
7
7
3/3/3/2
2
23
12th
8
8
8
3/3/3/3
2
24
13th
8
8
8
4/3/3/3
2
24
14th
9
9
9
4/4/3/3
3
25
15th
9
9
9
4/4/4/3
3
26
16th
10
10
10
4/4/4/4
3
27
17th
10
10
10
5/4/4/4
3
27
18th
11
11
11
5/5/4/4
3
28
19th
11
11
11
5/5/5/4
4
29
20th
12
12
12
5/5/5/5
4
30
Class Features:
How this all works (Ex): Rather than playing a single character with a class of 20 levels, The Party functions as 4 sub-characters with 'hero classes' of 5 levels, which are gradually advanced as reflected in the table above under Hero Levels. x represents the lack of a hero, so a 1st level Party would have only a single hero, while a 20th level party would have 4, 5th level heroes. It's important to note that these levels are abstracted, and hero level 5 has approximately 1/4 the power of an 18th level character, not a 5th level character.
After an extended rest, The Party can re-choose its heroes from all written hero classes, assign their levels as available from the 'hero level' column, and assign ability points, as explained below. The party can not contain multiple of the same hero. If any heroes fell, a new hero takes their place. Possibly a new hero functionally identical to the old one.
No one gets iterative attacks.
The Party has a number of ability points equal to its class level. Abilities are either standard or ultimate. Standard abilities cost 1 point each, while ultimates cost 2, and The Party can never have more ultimates than is listed on the class table. Most abilities cost Mp and requires time to recharge. A hero has a flat amount of Mp, and recovers all Mp after 5 minutes of rest. Recharge is given as a number of full rounds that must pass before the ability can be used again, counting at the ends of upcoming turns. For example, if an ability has recharge:2, you use the ability, on your next turn count 1, on the turn after count 2, and then it is usable again the round after that. If the recharge is 0, the ability can still be used only once per round, unless stated otherwise.
Members of the party can merge into a single body, though its unknown whether whether they are multiple entities combining, or a single entity split. To combine two heroes, add their remaining health into a new health total, with a maximum health of their combined max health. Attack damage is the sum of each hero's attack damage as well. AC, move speed and Bab are set to the least of all joined heroes. You still get no iterative attacks.
All saves use the DCs in the class table.
You are considered to have level+3 ranks in each of a heroes designated skills.
If multiple heroes would be hit by an area effect, the damage is split between them at the parties choice.
If a hero is given some sort of condition, that condition applies to all heroes in the party, with the exception of any elements that effect health or damage. For instance, stunning one hero would stun all heroes, but giving one hero regeneration would not benefit the others. When in doubt, imagine the heroes are a single entity. Stunning would entirely stop an entity, not part of it, and applying regeneration to each hero would give a total health regen much higher than intended.
You don't need stats. You don't need gold for anything right now. You don't need feats, unless I make some specifically for this class. Heroes have their attacks built in and cannot be disarmed or armed with bought equipment. If someone wants to help me make an item system, its beyond me right now.
Name
Range: Maximum distance from you your target can be, or the targeted area.
Use time: Action required to use
Cost: Mp required to use
Recharge: Number of full rounds that must pass before the ability can be used again.
Ability text.
Currently completed hero classes (just the first dota characters alphabetically):
Abaddon
Level
hp
BaB
AC
Damage
1st
8
+1
11
2
2nd
24
+3
13
6
3rd
40
+5
15
10
4th
56
+7
17
14
5th
72
+9
19
18
6Mp
Attack Range: Melee
Move speed: 30ft
Skills: Bluff
Mist Coil
Range: 25ft
Use Time: Standard Action
Cost: 1Mp
Recharge: None
A mysterious vapor from the Font of Avernus now infuses the breath of Abaddon, who releases it at will.
Deal 4/12/20/28/36 damage or restore 4/12/20/28/36 health to a target.
Take 2/6/10/14/18 damage.
Aphotic Shield
Range: 15ft
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 1
The powers of the black mist rise to absorb attacks like the black mist absorbs light.
Target gains a damage absorbing shield for 2 rounds, or until it takes 4/12/20/28/36 damage. It then deals 4/12/20/28/36 to all enemies within 20ft.
Curse of Avernus
Passive
The curse that slows an enemy, speeds an ally.
After dealing damage with a melee attack, the target’s move speed is halved for one round. Any creature other than you that attacks the target during this round deals 1/3/5/7/9 extra damage.
Borrowed Time (Ultimate)
Range: Personal
Use Time: Immediate
Cost: Free
Recharge: 9
The most unnatural of all the gifts of the Font of Avernus, this power defies mortal understanding. What should hurt, instead heals; and what should kill gives strength anew.
Immediately dispel any temporary negative status conditions. For one round, any damage you would take is instead healed. Cannot be used in the middle of an initiated attack action (damage must be assigned before it triggers).
Alchemist
Level
hp
BaB
AC
Damage
1st
6
+1
11
2
2nd
18
+3
13
6
3rd
30
+5
15
10
4th
42
+7
17
14
5th
54
+9
19
18
6Mp
Move speed: 30ft
Skills: Craft (alchemy)
Attack Range: Melee
Acid Spray
Range: Cylinder with a 20ft radius centered within 30ft
Use Time: Standard Action
Cost: 3/3/3/2/2Mp
Recharge: 3
Using traditional Alchemy from the Darkbrew family, Razzil concocts an acid that dissolves even the toughest metals.
For 3 rounds, enemy creatures within the area take 2/6/10/14/18 acid damage per round and have their AC reduced by the same amount while they’re in the area.
Unstable Concoction
Range: 25ft
Use Time: Standard Action/Full Round Action
Cost: 2/2/1/1/1Mp
Recharge: 2
A silver lining to the failure of turning a mountain into gold, this volatile solution has destructive potential.
As a standard action, deal 2/6/10/14/18 acid damage to a target, and the target must make a fort save or lose swift/swift/swift/move/move.
As a full round action, deal 6/18/30/42/54 acid damage to a target, and the target must make a fort save or lose a move action/move action/move action/standard action/standard action.
Greevil's Greed
Passive
While it is not a mountain, Razzil has mastered the conversion of smaller compounds to line his pockets.
Whenever you find money, there is 10% more than normal.
Chemical Rage (Ultimate)
Range: Personal
Use Time: Standard Action
Cost: 1Mp
Recharge: 6
The brew Razzil gave to the Ogre during their prison bust has become a useful potion in the midst of combat.
For 4 rounds, you gain 5/5/10/10/15ft movement speed, and 1/3/5/7/9 fast healing. When the duration ends, gain 0/1/1/2/2/3 Mp.
Ancient Apparition
Level
hp
BaB
AC
Damage
1st
4
+1
11
2
2nd
12
+4
14
6
3rd
20
+7
17
10
4th
28
+10
20
14
5th
36
+14
24
18
7Mp
Move speed: 30ft
Attack Range: 20ft
Skills: Knowledge (the planes), Knowledge (nature)
Cold Feet
Range: 35ft
Use Time: Standard Action
Cost: 3/3/2/2/1Mp
Recharge: 1/1/1/0/0
Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.
Target creature takes 1/3/5/7/9 damage. If the target moves less than 30ft on its next turn, it must make a fort save or lose swift/move/move/standard/standard
Icy Vortex
Range: 10ft cylinder centered within 50ft
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 0
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.
For 3 rounds, creatures who are within or exit the area have their move speeds reduced by 5/5/10/10/15 and spell resistance reduced by 2/6/10/14/18
Chilling Touch
Range: 15ft cylinder centered within 25ft.
Use Time: Standard Action
Cost: 2/2/2/2/1Mp
Recharge: 8/7/6/5/4
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.
All allies within the area have their next 2/3/4/5/6 attacks enhanced. Each enhanced attack deals an extra 1/3/5/7/9 damage. All unused enhanced attacks are lost after 5 rounds.
Ice Blast (Ultimate)
Range: 25ft cylinder centered in a place you can see, within 1 mile, which is open to the sky.
Use Time: Full Round Action
Cost: 2Mp
Recharge: 6
Ice storms from ages past flow through Kaldr's frosty limbs, crashing into the world and turning its inhabitants into monuments to his eternal power.
Creatures in the area take 10/30/50/70/90
For 1/1/2/2/3 rounds, creatures who are in, or exit the affected area take 10 damage and cannot regain health by any means.
Anti-Mage
Level
hp
BaB
AC
Damage
1st
4
+2
12
2
2nd
12
+6
16
6
3rd
20
+10
20
10
4th
28
+14
24
14
5th
36
+18
28
18
5Mp
Move speed: 35ft
Attack Range: Melee
Skills: Acrobatics
Mana Break
Passive
A modified technique of the Turstarkuri monks' peaceful ways is to turn magical energies on their owner.
Every time you hit a target, you may channel 2/6/10/14/18 points of anti-magic into it. 5 points removes 1Mp, 1 point removes 1 power point, and (spell-level*4) points removes one spell, where 0 level spells cost 2 points.
When you channel anti-magic your attacks deal half damage, rounding down.
Blink
Range:30/35/40/45/50 ft
Use Time: Immediate Action
Cost: 1Mp
Recharge: 1/0/0/special/special
In his encounter with the Dead Gods, Anti-Mage learned the value of being elusive.
Teleport to target location. Can be used during an attack action to avoid taking damage. When the recharge is 'special', Blink can be used multiple times in the same round.
Spell Shield
Passive
Years of meditation and obsession with revenge have hardened Anti-Mage's skin against mystical opponents.
Teleport to target location. Can be used during an attack action to avoid taking damage.
Mana Void (Ultimate) (Ew Math)
Range: 20ft
Use Time: Standard
Cost: 2 Mp
Recharge: 10
Target takes damage based on how much magic it is missing. The target is considered to have an anti-magic score equal 5*missing MP+ missing power points + (4*spell level)*missing spells. The target takes damage equal to its anti-magic score *0.2/*0.3/*0.35/*0.4/*0.5
If you can’t be bothered to do all that counting and multiplying by fractions, just do 4/8/12/16/20 damage if its slightly drained, or 8/16/24/32/40 if it’s very drained.
Arc Warden
Level
hp
BaB
AC
Damage
1st
6
+1
11
2
2nd
18
+3
13
6
3rd
30
+6
16
10
4th
42
+9
19
14
5th
54
+12
22
18
5Mp
Move speed: 30ft
Attack Range: 20ft
Skills: Knowledge (the planes)
Flux
Range: 20/25/25/30/30 ft
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 2
Engulfs an enemy unit with swirling volatile energy.
For 1 round, target enemy moves at half speed and target takes 2/6/10/14/18 damage.
No damage is done if the target is within 5ft of one of its allies. Once the target comes within 5ft of one of its allies, its remaining movement can be used at the normal rate.[/td]
Magnetic Field
Range: 10ft cylinder centered within 1 Mile. Line of effect is not needed.
Use Time: Standard Action
Cost: 2/2/1/1/1Mp
Recharge: 7
For 1 round, allies in the area automatically dodge the next physical attack targeting them, and deal 1/3/5/7/9 extra damage on their next attack. All effects are lost when the duration ends.
Range: Spark Wraith
Use Time: Standard Action
Cost: 1Mp
Recharge: 0
You summon a Spark Wraith, which materializes at the beginning of your next turn. The Spark Wraith waits where it was summoned until an enemy comes within 15ft and then becomes an active creature, taking turns directly after the triggering enemy. Each turn, it moves up to 30ft towards the triggering enemy, and when adjacent, deals a single unavoidable melee attack for 6/18/30/42/54 damage. If there is a creature within 15ft of it when it is finished summoning at the beginning of your next turn, it takes its turn after you instead.
Tempest Double (Ultimate)
Range: Personal
Use Time: Standard Action
Cost: 2/2/1/1/0Mp
Recharge: 10
By vibrating at extreme speeds, Arc Warden is able to create a perfect electrical incarnation of himself.
You lose 1/4 your current health, rounding up. A double of yourself, sharing your current health and Mp appears adjacent to you. This double disappears after 3 rounds.
Axe
Level
hp
BaB
AC
Damage
1st
8
+1
11
2
2nd
24
+4
14
6
3rd
40
+7
17
10
4th
56
+10
20
14
5th
72
+13
23
18
5Mp
Move speed: 30ft
Attack Range: Melee
Skills: Intimidate
Berserker’s Call
Range: 10ft radius centered on you
Use Time: Move Action
Cost: 2/2/2/1/1Mp
Recharge: 2/1/1/1/0
Mogul Khan's warcry taunts opponents into engaging in an unconquerable battle with the Axe.
Until your next turn, all enemies within the area must make a will save to perform any action but attack you. You gain damage resistance 1/3/5/7/9 during this period.
Battle Hunger
Range: 25 ft
Use Time: Full Round Action
Cost: 2/2/1/1/1Mp
Recharge: 2/2/1/1/0
Ordinary heroes cannot withstand Mogul Khan's rage for battle, such that it injures them until it is satisfied.
For the next 1/2/2/3/3 rounds, you gain 5ft move speed, and target loses 5ft of move speed and takes 4/12/20/28/36 damage per round. This duration stops immediately if the target kills something with at least 2 HD. The target knows this condition.
Counter Helix
Passive
Axe is the only reinforcements this army needs.
When attacked by a living creature, roll a d20. On a 17, 18, 19 or 20, you deal 4/12/20/28/36 damage to every enemy within 10ft.
Culling Blade (Ultimate)
Range: Melee
Use Time: Standard Action
Cost: 1Mp
Recharge: 10 (or 0, see text)
Mogul Khan is the embodiment of battle and fury, launching into a gruesome fatality against those who dare engage the Axe in combat.
The turn before using this, you must declare that you will use it next turn, along with your intended target. You must follow through with this plan as best you can.
Deals 6/18/30/42/54 damage on a successful attack. If this deals damage to a creature with less than 8/24/40/56/72 health, the creature instantly dies, and you and all allies within 30ft gain 10ft move speed and +1/3/5/7/9 damage on all attacks for the next round. If this attack kills a creature with at least half your HD, recharge is set to 0.
Bane
Level
hp
BaB
AC
Damage
1st
6
+1
11
2
2nd
18
+4
14
6
3rd
30
+7
17
10
4th
42
+10
20
14
5th
54
+13
23
18
6Mp
Move speed: 35ft
Attack Range: 15
Skills: Sense Motive
Enfeeble
Range: 35ft
Use Time: Standard Action
Cost: 2/2/1/1/1Mp
Recharge: 1
Even the mightiest of warriors crumble before the terror of Atropos.
For three rounds, target deals 1/3/5/7/9 less damage on all attacks.
Brain Sap
Range: 20 ft
Use Time: Standard Action
Cost: 2Mp
Recharge: 1
Atropos finds no greater pleasure than to harvest the fear he creates.
Heal and deal 4/12/20/28/36 damage.
Nightmare
Range: 15 ft
Use Time: Standard Action
Cost: 3/3/3/2/2Mp
Recharge: 2/2/1/1/1
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.
Target must pass a will save or fall asleep and be unable to take actions. During this time, if it takes any damage, it awakes. If it was dealt damage by a creature that can sleep, the attacker is treated as if they were targeted by Brain Sap (no save). At the beginning of their next turn, if they were not woken up, the target takes 5/15/25/35/45 damage.
Fiend's Grip (Ultimate)
Range: 20ft
Use Time: Full Round Action
Cost: 4 Mp
Recharge: 10
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
Target must pass a will save or be unable to act for the next round. At the beginning of the turn in which they can act, they immediately take 15/45/75/105/135 damage. If you are damaged before some effects are triggered, the future effects are cancelled.
Non Dota Heroes
Raptor
Level
hp
BaB
AC
Damage
1st
6
+2
12
2
2nd
18
+6
16
6
3rd
30
+10
20
10
4th
42
+14
24
14
5th
54
+18
28
18
5Mp
Move speed: 35ft
Attack Range: Melee
Skills: Intimidate
Growing Rage
Passive
The more blood is spilled, the faster he seems to move.
Gain 1 attack damage for every time you've damaged an enemy in the past with an attack. Resets after 5 minutes.
Beckon
Range: 25 ft
Use Time: Move Action
Cost: 1Mp
Recharge: 1/1/0/0/0
None can flee the Raptor. They are always where he wants them.
Target is pulled adjacent to you. This does not provoke AoO for them.
Shield Shatter
Range: Melee
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 0
The things they thought would protect them fall useless to the ground.
Deal 6/18/30/42/54 damage to the target, and if you hit, deal the same amount to an item granting them an AC bonus.
Blood Frenzy (Ultimate)
Range: Personal
Use Time: Swift
Cost: 3 Mp
Recharge: 10
Few can match the passion, the unrestrained rush that the Raptor feels.
For the next 5 rounds, gain 10ft move speed, immunity to AoOs, and you may make two attacks with a standard action (both at full BaB), each dealing 2/5/8/11/14.
Trapper
Level
hp
BaB
AC
Damage
1st
4
+1
11
2
2nd
12
+3
13
6
3rd
20
+5
15
10
4th
28
+7
17
14
5th
36
+9
19
18
10Mp
Move speed: 30ft
Attack Range: 25ft
Skills: Survival, Disable Device
Lay Trap
Range: 10 ft
Use Time: Move Action
Cost: 1Mp
Recharge: Special
A tremendous bang, and they wish they hadn't stepped there.
The trapper may place either a mine, crossbow or snare in a space within range. Any number of these traps can be triggered with an immediate or move action.
A mine, when triggered, deals 8/24/40/56/72 damage to everything within its space.
A crossbow is given a set direction in which it will fire, and fires in that direction as a medium crossbow when triggered.
A snare, when triggered, causes all creatures on its space to be unable to leave before dealing 4/12/20/28/36 damage to the snare (0 AC and hardness), and take a -2 to all attack rolls.
You can use this ability up to 3/4/5/6/7 times in a single move action, with accumulating Mp costs. You can place any combination of traps.
You may spend 1Mp to gain another immediate action that must be used to trigger at least one trap.
All traps can be seen with a DC 15/19/23/27/31 Perception/Spot check.
Track
Range: 60 ft
Use Time: Swift Action
Cost: 1Mp
Recharge: 2
The Trapper can follow his prey effortlessly. Everything leaves some sort of mark.
Target's location is always known to you, and concealment is reduced two steps. You attack damage when the target is denied their dex bonus to ac, and all damage from your traps, deal an additional 2/6/10/14/18 damage to the target. This effect has no duration, but can only effect 1/2/3/4/5 creatures at a time. If you already are tracking the maximum number of creatures, you must dismiss the effects for one of them.
Tripwire
Range: Two points within 25ft
Use Time: Move Action
Cost: 1Mp
Recharge: 1/0/0/special/special
Too often an overconfident warrior has found himself at the Hunter's feet.
Mark a line between the two target points. If an enemy crosses this line, they must make a reflex save or fall prone.
The wires can be seen with a DC 15/19/23/27/31 Perception/Spot check. If a creature knows the location of a wire, they may treat the space as difficult terrain to avoid the effect. This ability has no duration, but you can only have 1/1/2/2/3 wires active at a time. If you already have the maximum number of wires, you must dismiss one of them. When the recharge is 'special', you can use the ability multiple times in the same turn.
Hunter's Call (Ultimate)
Range: 30/60/90/120/150 ft
Use Time: Full round action
Cost: 5 Mp
Recharge: 10
The world is prey to the leader of the hunt.
For the next minute, you and all allies have the benefits of track on all creatures within range. Creatures you are already tracking have the bonus damage from tracking increased to 6/18/30/42/54 for the duration.
Level
Fort
Ref
Will
Special
Hero Levels
Ultimates
DCs
1st
2
2
2
How this all works
1/x/x/x
0
15
2nd
3
3
3
1/1/x/x
0
16
3rd
3
3
3
1/1/1/x
0
17
4th
4
4
4
1/1/1/1
1
18
5th
4
4
4
2/1/1/1
1
18
6th
5
5
5
2/2/1/1
1
19
7th
5
5
5
2/2/2/1
1
20
8th
6
6
6
2/2/2/2
1
21
9th
6
6
6
3/2/2/2
2
21
10th
7
7
7
3/3/2/2
2
22
11th
7
7
7
3/3/3/2
2
23
12th
8
8
8
3/3/3/3
2
24
13th
8
8
8
4/3/3/3
2
24
14th
9
9
9
4/4/3/3
3
25
15th
9
9
9
4/4/4/3
3
26
16th
10
10
10
4/4/4/4
3
27
17th
10
10
10
5/4/4/4
3
27
18th
11
11
11
5/5/4/4
3
28
19th
11
11
11
5/5/5/4
4
29
20th
12
12
12
5/5/5/5
4
30
Class Features:
How this all works (Ex): Rather than playing a single character with a class of 20 levels, The Party functions as 4 sub-characters with 'hero classes' of 5 levels, which are gradually advanced as reflected in the table above under Hero Levels. x represents the lack of a hero, so a 1st level Party would have only a single hero, while a 20th level party would have 4, 5th level heroes. It's important to note that these levels are abstracted, and hero level 5 has approximately 1/4 the power of an 18th level character, not a 5th level character.
After an extended rest, The Party can re-choose its heroes from all written hero classes, assign their levels as available from the 'hero level' column, and assign ability points, as explained below. The party can not contain multiple of the same hero. If any heroes fell, a new hero takes their place. Possibly a new hero functionally identical to the old one.
No one gets iterative attacks.
The Party has a number of ability points equal to its class level. Abilities are either standard or ultimate. Standard abilities cost 1 point each, while ultimates cost 2, and The Party can never have more ultimates than is listed on the class table. Most abilities cost Mp and requires time to recharge. A hero has a flat amount of Mp, and recovers all Mp after 5 minutes of rest. Recharge is given as a number of full rounds that must pass before the ability can be used again, counting at the ends of upcoming turns. For example, if an ability has recharge:2, you use the ability, on your next turn count 1, on the turn after count 2, and then it is usable again the round after that. If the recharge is 0, the ability can still be used only once per round, unless stated otherwise.
Members of the party can merge into a single body, though its unknown whether whether they are multiple entities combining, or a single entity split. To combine two heroes, add their remaining health into a new health total, with a maximum health of their combined max health. Attack damage is the sum of each hero's attack damage as well. AC, move speed and Bab are set to the least of all joined heroes. You still get no iterative attacks.
All saves use the DCs in the class table.
You are considered to have level+3 ranks in each of a heroes designated skills.
If multiple heroes would be hit by an area effect, the damage is split between them at the parties choice.
If a hero is given some sort of condition, that condition applies to all heroes in the party, with the exception of any elements that effect health or damage. For instance, stunning one hero would stun all heroes, but giving one hero regeneration would not benefit the others. When in doubt, imagine the heroes are a single entity. Stunning would entirely stop an entity, not part of it, and applying regeneration to each hero would give a total health regen much higher than intended.
You don't need stats. You don't need gold for anything right now. You don't need feats, unless I make some specifically for this class. Heroes have their attacks built in and cannot be disarmed or armed with bought equipment. If someone wants to help me make an item system, its beyond me right now.
Name
Range: Maximum distance from you your target can be, or the targeted area.
Use time: Action required to use
Cost: Mp required to use
Recharge: Number of full rounds that must pass before the ability can be used again.
Ability text.
Currently completed hero classes (just the first dota characters alphabetically):
Abaddon
Level
hp
BaB
AC
Damage
1st
8
+1
11
2
2nd
24
+3
13
6
3rd
40
+5
15
10
4th
56
+7
17
14
5th
72
+9
19
18
6Mp
Attack Range: Melee
Move speed: 30ft
Skills: Bluff
Mist Coil
Range: 25ft
Use Time: Standard Action
Cost: 1Mp
Recharge: None
A mysterious vapor from the Font of Avernus now infuses the breath of Abaddon, who releases it at will.
Deal 4/12/20/28/36 damage or restore 4/12/20/28/36 health to a target.
Take 2/6/10/14/18 damage.
Aphotic Shield
Range: 15ft
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 1
The powers of the black mist rise to absorb attacks like the black mist absorbs light.
Target gains a damage absorbing shield for 2 rounds, or until it takes 4/12/20/28/36 damage. It then deals 4/12/20/28/36 to all enemies within 20ft.
Curse of Avernus
Passive
The curse that slows an enemy, speeds an ally.
After dealing damage with a melee attack, the target’s move speed is halved for one round. Any creature other than you that attacks the target during this round deals 1/3/5/7/9 extra damage.
Borrowed Time (Ultimate)
Range: Personal
Use Time: Immediate
Cost: Free
Recharge: 9
The most unnatural of all the gifts of the Font of Avernus, this power defies mortal understanding. What should hurt, instead heals; and what should kill gives strength anew.
Immediately dispel any temporary negative status conditions. For one round, any damage you would take is instead healed. Cannot be used in the middle of an initiated attack action (damage must be assigned before it triggers).
Alchemist
Level
hp
BaB
AC
Damage
1st
6
+1
11
2
2nd
18
+3
13
6
3rd
30
+5
15
10
4th
42
+7
17
14
5th
54
+9
19
18
6Mp
Move speed: 30ft
Skills: Craft (alchemy)
Attack Range: Melee
Acid Spray
Range: Cylinder with a 20ft radius centered within 30ft
Use Time: Standard Action
Cost: 3/3/3/2/2Mp
Recharge: 3
Using traditional Alchemy from the Darkbrew family, Razzil concocts an acid that dissolves even the toughest metals.
For 3 rounds, enemy creatures within the area take 2/6/10/14/18 acid damage per round and have their AC reduced by the same amount while they’re in the area.
Unstable Concoction
Range: 25ft
Use Time: Standard Action/Full Round Action
Cost: 2/2/1/1/1Mp
Recharge: 2
A silver lining to the failure of turning a mountain into gold, this volatile solution has destructive potential.
As a standard action, deal 2/6/10/14/18 acid damage to a target, and the target must make a fort save or lose swift/swift/swift/move/move.
As a full round action, deal 6/18/30/42/54 acid damage to a target, and the target must make a fort save or lose a move action/move action/move action/standard action/standard action.
Greevil's Greed
Passive
While it is not a mountain, Razzil has mastered the conversion of smaller compounds to line his pockets.
Whenever you find money, there is 10% more than normal.
Chemical Rage (Ultimate)
Range: Personal
Use Time: Standard Action
Cost: 1Mp
Recharge: 6
The brew Razzil gave to the Ogre during their prison bust has become a useful potion in the midst of combat.
For 4 rounds, you gain 5/5/10/10/15ft movement speed, and 1/3/5/7/9 fast healing. When the duration ends, gain 0/1/1/2/2/3 Mp.
Ancient Apparition
Level
hp
BaB
AC
Damage
1st
4
+1
11
2
2nd
12
+4
14
6
3rd
20
+7
17
10
4th
28
+10
20
14
5th
36
+14
24
18
7Mp
Move speed: 30ft
Attack Range: 20ft
Skills: Knowledge (the planes), Knowledge (nature)
Cold Feet
Range: 35ft
Use Time: Standard Action
Cost: 3/3/2/2/1Mp
Recharge: 1/1/1/0/0
Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.
Target creature takes 1/3/5/7/9 damage. If the target moves less than 30ft on its next turn, it must make a fort save or lose swift/move/move/standard/standard
Icy Vortex
Range: 10ft cylinder centered within 50ft
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 0
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.
For 3 rounds, creatures who are within or exit the area have their move speeds reduced by 5/5/10/10/15 and spell resistance reduced by 2/6/10/14/18
Chilling Touch
Range: 15ft cylinder centered within 25ft.
Use Time: Standard Action
Cost: 2/2/2/2/1Mp
Recharge: 8/7/6/5/4
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.
All allies within the area have their next 2/3/4/5/6 attacks enhanced. Each enhanced attack deals an extra 1/3/5/7/9 damage. All unused enhanced attacks are lost after 5 rounds.
Ice Blast (Ultimate)
Range: 25ft cylinder centered in a place you can see, within 1 mile, which is open to the sky.
Use Time: Full Round Action
Cost: 2Mp
Recharge: 6
Ice storms from ages past flow through Kaldr's frosty limbs, crashing into the world and turning its inhabitants into monuments to his eternal power.
Creatures in the area take 10/30/50/70/90
For 1/1/2/2/3 rounds, creatures who are in, or exit the affected area take 10 damage and cannot regain health by any means.
Anti-Mage
Level
hp
BaB
AC
Damage
1st
4
+2
12
2
2nd
12
+6
16
6
3rd
20
+10
20
10
4th
28
+14
24
14
5th
36
+18
28
18
5Mp
Move speed: 35ft
Attack Range: Melee
Skills: Acrobatics
Mana Break
Passive
A modified technique of the Turstarkuri monks' peaceful ways is to turn magical energies on their owner.
Every time you hit a target, you may channel 2/6/10/14/18 points of anti-magic into it. 5 points removes 1Mp, 1 point removes 1 power point, and (spell-level*4) points removes one spell, where 0 level spells cost 2 points.
When you channel anti-magic your attacks deal half damage, rounding down.
Blink
Range:30/35/40/45/50 ft
Use Time: Immediate Action
Cost: 1Mp
Recharge: 1/0/0/special/special
In his encounter with the Dead Gods, Anti-Mage learned the value of being elusive.
Teleport to target location. Can be used during an attack action to avoid taking damage. When the recharge is 'special', Blink can be used multiple times in the same round.
Spell Shield
Passive
Years of meditation and obsession with revenge have hardened Anti-Mage's skin against mystical opponents.
Teleport to target location. Can be used during an attack action to avoid taking damage.
Mana Void (Ultimate) (Ew Math)
Range: 20ft
Use Time: Standard
Cost: 2 Mp
Recharge: 10
Target takes damage based on how much magic it is missing. The target is considered to have an anti-magic score equal 5*missing MP+ missing power points + (4*spell level)*missing spells. The target takes damage equal to its anti-magic score *0.2/*0.3/*0.35/*0.4/*0.5
If you can’t be bothered to do all that counting and multiplying by fractions, just do 4/8/12/16/20 damage if its slightly drained, or 8/16/24/32/40 if it’s very drained.
Arc Warden
Level
hp
BaB
AC
Damage
1st
6
+1
11
2
2nd
18
+3
13
6
3rd
30
+6
16
10
4th
42
+9
19
14
5th
54
+12
22
18
5Mp
Move speed: 30ft
Attack Range: 20ft
Skills: Knowledge (the planes)
Flux
Range: 20/25/25/30/30 ft
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 2
Engulfs an enemy unit with swirling volatile energy.
For 1 round, target enemy moves at half speed and target takes 2/6/10/14/18 damage.
No damage is done if the target is within 5ft of one of its allies. Once the target comes within 5ft of one of its allies, its remaining movement can be used at the normal rate.[/td]
Magnetic Field
Range: 10ft cylinder centered within 1 Mile. Line of effect is not needed.
Use Time: Standard Action
Cost: 2/2/1/1/1Mp
Recharge: 7
For 1 round, allies in the area automatically dodge the next physical attack targeting them, and deal 1/3/5/7/9 extra damage on their next attack. All effects are lost when the duration ends.
Range: Spark Wraith
Use Time: Standard Action
Cost: 1Mp
Recharge: 0
You summon a Spark Wraith, which materializes at the beginning of your next turn. The Spark Wraith waits where it was summoned until an enemy comes within 15ft and then becomes an active creature, taking turns directly after the triggering enemy. Each turn, it moves up to 30ft towards the triggering enemy, and when adjacent, deals a single unavoidable melee attack for 6/18/30/42/54 damage. If there is a creature within 15ft of it when it is finished summoning at the beginning of your next turn, it takes its turn after you instead.
Tempest Double (Ultimate)
Range: Personal
Use Time: Standard Action
Cost: 2/2/1/1/0Mp
Recharge: 10
By vibrating at extreme speeds, Arc Warden is able to create a perfect electrical incarnation of himself.
You lose 1/4 your current health, rounding up. A double of yourself, sharing your current health and Mp appears adjacent to you. This double disappears after 3 rounds.
Axe
Level
hp
BaB
AC
Damage
1st
8
+1
11
2
2nd
24
+4
14
6
3rd
40
+7
17
10
4th
56
+10
20
14
5th
72
+13
23
18
5Mp
Move speed: 30ft
Attack Range: Melee
Skills: Intimidate
Berserker’s Call
Range: 10ft radius centered on you
Use Time: Move Action
Cost: 2/2/2/1/1Mp
Recharge: 2/1/1/1/0
Mogul Khan's warcry taunts opponents into engaging in an unconquerable battle with the Axe.
Until your next turn, all enemies within the area must make a will save to perform any action but attack you. You gain damage resistance 1/3/5/7/9 during this period.
Battle Hunger
Range: 25 ft
Use Time: Full Round Action
Cost: 2/2/1/1/1Mp
Recharge: 2/2/1/1/0
Ordinary heroes cannot withstand Mogul Khan's rage for battle, such that it injures them until it is satisfied.
For the next 1/2/2/3/3 rounds, you gain 5ft move speed, and target loses 5ft of move speed and takes 4/12/20/28/36 damage per round. This duration stops immediately if the target kills something with at least 2 HD. The target knows this condition.
Counter Helix
Passive
Axe is the only reinforcements this army needs.
When attacked by a living creature, roll a d20. On a 17, 18, 19 or 20, you deal 4/12/20/28/36 damage to every enemy within 10ft.
Culling Blade (Ultimate)
Range: Melee
Use Time: Standard Action
Cost: 1Mp
Recharge: 10 (or 0, see text)
Mogul Khan is the embodiment of battle and fury, launching into a gruesome fatality against those who dare engage the Axe in combat.
The turn before using this, you must declare that you will use it next turn, along with your intended target. You must follow through with this plan as best you can.
Deals 6/18/30/42/54 damage on a successful attack. If this deals damage to a creature with less than 8/24/40/56/72 health, the creature instantly dies, and you and all allies within 30ft gain 10ft move speed and +1/3/5/7/9 damage on all attacks for the next round. If this attack kills a creature with at least half your HD, recharge is set to 0.
Bane
Level
hp
BaB
AC
Damage
1st
6
+1
11
2
2nd
18
+4
14
6
3rd
30
+7
17
10
4th
42
+10
20
14
5th
54
+13
23
18
6Mp
Move speed: 35ft
Attack Range: 15
Skills: Sense Motive
Enfeeble
Range: 35ft
Use Time: Standard Action
Cost: 2/2/1/1/1Mp
Recharge: 1
Even the mightiest of warriors crumble before the terror of Atropos.
For three rounds, target deals 1/3/5/7/9 less damage on all attacks.
Brain Sap
Range: 20 ft
Use Time: Standard Action
Cost: 2Mp
Recharge: 1
Atropos finds no greater pleasure than to harvest the fear he creates.
Heal and deal 4/12/20/28/36 damage.
Nightmare
Range: 15 ft
Use Time: Standard Action
Cost: 3/3/3/2/2Mp
Recharge: 2/2/1/1/1
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.
Target must pass a will save or fall asleep and be unable to take actions. During this time, if it takes any damage, it awakes. If it was dealt damage by a creature that can sleep, the attacker is treated as if they were targeted by Brain Sap (no save). At the beginning of their next turn, if they were not woken up, the target takes 5/15/25/35/45 damage.
Fiend's Grip (Ultimate)
Range: 20ft
Use Time: Full Round Action
Cost: 4 Mp
Recharge: 10
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
Target must pass a will save or be unable to act for the next round. At the beginning of the turn in which they can act, they immediately take 15/45/75/105/135 damage. If you are damaged before some effects are triggered, the future effects are cancelled.
Non Dota Heroes
Raptor
Level
hp
BaB
AC
Damage
1st
6
+2
12
2
2nd
18
+6
16
6
3rd
30
+10
20
10
4th
42
+14
24
14
5th
54
+18
28
18
5Mp
Move speed: 35ft
Attack Range: Melee
Skills: Intimidate
Growing Rage
Passive
The more blood is spilled, the faster he seems to move.
Gain 1 attack damage for every time you've damaged an enemy in the past with an attack. Resets after 5 minutes.
Beckon
Range: 25 ft
Use Time: Move Action
Cost: 1Mp
Recharge: 1/1/0/0/0
None can flee the Raptor. They are always where he wants them.
Target is pulled adjacent to you. This does not provoke AoO for them.
Shield Shatter
Range: Melee
Use Time: Standard Action
Cost: 2/2/2/1/1Mp
Recharge: 0
The things they thought would protect them fall useless to the ground.
Deal 6/18/30/42/54 damage to the target, and if you hit, deal the same amount to an item granting them an AC bonus.
Blood Frenzy (Ultimate)
Range: Personal
Use Time: Swift
Cost: 3 Mp
Recharge: 10
Few can match the passion, the unrestrained rush that the Raptor feels.
For the next 5 rounds, gain 10ft move speed, immunity to AoOs, and you may make two attacks with a standard action (both at full BaB), each dealing 2/5/8/11/14.
Trapper
Level
hp
BaB
AC
Damage
1st
4
+1
11
2
2nd
12
+3
13
6
3rd
20
+5
15
10
4th
28
+7
17
14
5th
36
+9
19
18
10Mp
Move speed: 30ft
Attack Range: 25ft
Skills: Survival, Disable Device
Lay Trap
Range: 10 ft
Use Time: Move Action
Cost: 1Mp
Recharge: Special
A tremendous bang, and they wish they hadn't stepped there.
The trapper may place either a mine, crossbow or snare in a space within range. Any number of these traps can be triggered with an immediate or move action.
A mine, when triggered, deals 8/24/40/56/72 damage to everything within its space.
A crossbow is given a set direction in which it will fire, and fires in that direction as a medium crossbow when triggered.
A snare, when triggered, causes all creatures on its space to be unable to leave before dealing 4/12/20/28/36 damage to the snare (0 AC and hardness), and take a -2 to all attack rolls.
You can use this ability up to 3/4/5/6/7 times in a single move action, with accumulating Mp costs. You can place any combination of traps.
You may spend 1Mp to gain another immediate action that must be used to trigger at least one trap.
All traps can be seen with a DC 15/19/23/27/31 Perception/Spot check.
Track
Range: 60 ft
Use Time: Swift Action
Cost: 1Mp
Recharge: 2
The Trapper can follow his prey effortlessly. Everything leaves some sort of mark.
Target's location is always known to you, and concealment is reduced two steps. You attack damage when the target is denied their dex bonus to ac, and all damage from your traps, deal an additional 2/6/10/14/18 damage to the target. This effect has no duration, but can only effect 1/2/3/4/5 creatures at a time. If you already are tracking the maximum number of creatures, you must dismiss the effects for one of them.
Tripwire
Range: Two points within 25ft
Use Time: Move Action
Cost: 1Mp
Recharge: 1/0/0/special/special
Too often an overconfident warrior has found himself at the Hunter's feet.
Mark a line between the two target points. If an enemy crosses this line, they must make a reflex save or fall prone.
The wires can be seen with a DC 15/19/23/27/31 Perception/Spot check. If a creature knows the location of a wire, they may treat the space as difficult terrain to avoid the effect. This ability has no duration, but you can only have 1/1/2/2/3 wires active at a time. If you already have the maximum number of wires, you must dismiss one of them. When the recharge is 'special', you can use the ability multiple times in the same turn.
Hunter's Call (Ultimate)
Range: 30/60/90/120/150 ft
Use Time: Full round action
Cost: 5 Mp
Recharge: 10
The world is prey to the leader of the hunt.
For the next minute, you and all allies have the benefits of track on all creatures within range. Creatures you are already tracking have the bonus damage from tracking increased to 6/18/30/42/54 for the duration.