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AbridgingCritic
2015-04-21, 12:49 AM
This thread is a response to my Fate/Zero 3.5 Class System Homebrew (http://www.giantitp.com/forums/showthread.php?405435-Fate-Zero-3-5-The-Holy-Grail-War-Homebrew-System). Check it out to join in the Holy Grail War!

When I brought my homebrew to life, I immediately started to create NPC Servants for my friends to play. Since I understood the rules in place, I went to the Fate/ Franchise wikia page and looked up different Heroic Spirits/Servants that already exist somewhere in the Fate Universe. I also created some BRAND NEW Heroic Spirits to join in the fray! This is the thread where I will be putting them up for all of you to play!

Remember: these are my original D&D interpretations of these characters. If you go to the homebrew and read the rules, you can create your own original Heroic Servants. You guys should definitely create your own original Masters!
ECL CAP: These Heroic Servants Estimated Character Levels were created with my original standard of splitting total ECL between Master and Servant. If you want to adapt these characters for higher levels, you are more than welcome to adapt them for your game. Just keep in mind how skills and abilities are divvied up; I put a lot of work into skills and feat selection. :smallsmile:

May you all Win the Grail!


(WARNING: SPOILERS AHEAD! A part of the game is guessing which Servant is who! )





Lancer -- Strange Tail Girl (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=19142179#post19142179)T


Caster -- Queen of the Sands (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=19152641#post19152641)O


Berserker -- Wandering Monster (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=19153365#post19153365)T


Caster -- (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=19187259#post19187259)The Great Author of Tragedy (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=19187259#post19187259)T


Archer -- The Terracotta Emperor (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=19211467#post19211467)O


Assassin -- Shadowy Storyteller of Old (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=19369587#post19369587)O


Lancer -- Disgraced Beast Slayer (http://www.giantitp.com/forums/showthread.php?410861-Fate-Zero-3-5-Homebrew-Pre-Made-Servants&p=20400772#post20400772)O


Lancer -- The Lord ImpalerT


Rider -- The Dread PirateO


Assassin -- Wise Queen of AssyriaT


Saber -- The Dragon-Slaying SaintT


**I will create these when I get the chance**
T -- Character in the Fate Franchise translated for the Fate D&D Homebrew System
O -- Original Character

AbridgingCritic
2015-04-21, 01:30 AM
Lancer -- Strange Tail Girl


Classes: Rogue 5/Barbarian 2/Thief of Life 2
ECL: 9


Race/Templates: Human/Servant (Dragonblood subtype)
Size: Medium


Alignment: Chaotic Evil--(more Insane than truly Evil)
Gender: Female




ABILITY SCORES:



Ability Score
Bonus


Strength
15
+2


Dexterity
16
+3


Constitution
14
+2


Intelligence
11
0


Wisdom
10
0


Charisma
16
+3



Total Hit Points: 68 [5(1d6+2), 2(1d12+2), 2(1d6+2), +1]

COMBAT OPTIONS: Base Attack Bonus: (+3,+2,+1) +6
Weapon 1: +1 Longspear Attack Bonus: +10 Damage: 1d8+2 Critical: X3
Range Increment: 10’ reach Type: Piercing
Notes/Ammunition: Masterwork +1, Wounding/-1 CON damage
Weapon 2: Tail Attack Attack Bonus: +8 Damage: 1d6+2 Critical: X2
Range Increment: Type: Bludgeouning
Notes/Ammunition: Melee Attack


Speed: 60’ (30’ + 20’ +10’) Initiative +3 Grapple Modifier: +8

SAVING THROWS:
Fortitude (CON): +9
Reflex (DEX): +10
Will (WIS): +1
Conditional Modifiers: +1 vs paralysis, +1 vs sleep, +1 vs traps
SPECIAL DEFENSES: Spell Resistance: 21 (10+9+2)

ARMOR CLASS
Total AC: 15 = 10 + 2 + (Shield) + 3 + 0 + Misc. 0
Touch AC: Flat-footed AC:
Armor Worn Light Leather Max Dex: 6 AC Penalty: 0 15 lb

RACIAL TRAITS/CLASS FEATURES:
Standard Vision, Human Bonus Feat + Skill Points
Weapons and Armor: Rogue Weapons + Armor, Barbarian Weapons + Armor
Evasion—If successful Reflex vs an attack that normally deals half damage on a successful save, instead take no damage.
Can be used only if wearing light armor or no armor
Sneak Attack +4d6 (+3d6 Rogue, +1d6 ToL)
Fast Movement +10’, Rage 1/day
Uncanny Dodge—Retain Dex bonus to AC even if caught flat-footed or struck by invisible attacker.
Still lose bonus to AC if immobilized.
Improved Uncanny Dodge—Can no longer be flanked. This defense denies ability to sneak attack by flanking.
Unless the attacker has 4+ more rogue levels than target has barbarian levels.
Lifesense 5'--Can sense the location of all living creatures within 5 feet (like blindsense). Increases at odd-numbered Thief Of Life levels.

Can also determine the condition of creatures near death within this range (like the Deathwatch spell's effect).
LANCER TRAITS: Battle Continuation: Endurance feat, Only ½ Healing Time Needed; +20' speed increase, Spell Resistance: 10+ECL+2= 21, Noble Phantasms, Servant Traits
SERVANT TRAITS: can treat as Native Outsider, Spirit Form, +5 sense Servants, True Name Discernment, Counter Hero/Anti-Hero

FEATS:
Dragontouched—Bonuses vs sleep and paralysis, bonus +1 HP, can access Draconic feats as if sorcerer.
Dragon Tail—You have a tail that you can use to make a natural attack in combat. Bludgeoning damage
Power Attack
Combat Reflexes—Attacks of Opportunity = Dex Bonus
Weapon Finesse—Use Dex on Melee attacks when higher
Endurance

LANGUAGES: Common (English), Hungarian, Draconic
POSSESSIONS: Longspear 9 lb., Light Leather Armor 15 lb.

SKILLS:
Skill Point Total: (56, 10, 14) = 80
Balance +6, Bluff +8, Climb +4, Concentration +3, Diplomacy +9, Disguise +3/(+5 to act in character), Escape Artist +3, Gather Information +5, Heal +5, Hide +4, Intimidate +10, Jump +9, Knowledge (Arcana) +4, Knowledge (Nobility/Royalty) +2, Knowledge (Religion) +4, Listen +3, Move Silently +5, Perform (Sing) +8, Search +1, Sense Motive 0, Sleight of Hand 3, Spot +3, Tumble +13, Use Rope +5

MAGIC ITEMS/NOBLE PHANTASMS
Maximum Budget: 17,000 Remaining = 2600
Kilenc Sarkany: Dragon Cry Thundering Voice

4 Spell Scrolls: Shout (CL: 8) 1600 each, 6400 gold
Torture Tactics: Wounding Longspear 8000 gold


Player Notes:
Lancer is a prideful young lady. She is narcissistic and proud, but her pride is never directed towards anyone antagonistically. She is often quoted proclaiming those she kills as mere "pigs". She is literally insane--she lacks any sympathy for the suffering of others and loves torturing her victims. Lancer honestly never believes that the carnage she causes is wrong and deserves punishment.

She does, however, revere the power of blood. She believes that by bathing in blood she will retain her youth and beauty. She prefers the blood of young girls, especially those who serve her. During her reign of terror, she murdered hundreds of girls to fuel her thirst for blood. To her, collecting blood is a simple daily routine. If she ever wants to rest and rehabilitate wounds, she will probably resist her Master's aid unless there is a large quantity of blood directly involved.

Lancer has a prideful disdain for other women. It matters not who they are or what power they have in the world; they all carry the blood Lancer believes she deserves to bathe in. She will only bathe in the blood of young women--never men, children or older women. Her attitude towards men is different: she loves being idolized by men but often tries to keep them at a distance. She does enjoy torturing them equally as much as women, maybe even more.

Lancer also has a love of music--but only the sound of her own voice. She loves being idolized, on the battlefield and as a musical idol. She is often found skipping around the bloody carnage of her latest conquest, singing a little ditty to herse.f

Fighting style:
Lancer fights to inflict as much damage as she can, all the while having fun and making those who survive fear her. She has a thirst and need for being close towards blood, so her attacks usually leave the battlefield covered in crimson. In battle she most likely will not listen to her Master and will fight as she likes.

If she does fly into her Barbarian Class Rage/her Minor Mad Enhancement skill, she doesn't become angered --instead her insanity is amplified and she no longer registers pain inflicted upon her. Lancer believes she is truly invincible in this state. She has no concept of her own mortality, except the fear of aging.

Noble Phantasms and Servant Skills:
Lancer has access to a pale imitation of the Territory Creation skill--able to construct a large Reality Marble-like castle that she uses to imprison victims of her bloodbathing rituals. When she uses her Kilenc Sarkany: Dragon Cry Thundering Voice Noble Phantasm, the castle itself materializes behind her as she screams and then fades away as the echoes travel away.

Torture Tactics, one of Lancer's defining skills, comes from her sick pleasure in torturing her prisoners. She has a penchant for cruel and unusual punishments; e.g.: forcing captives tear the skin off of their children, shoving hot metal pokers into open mouths, biting off fingers and other parts of her victim's skin herself, etc. Her longspear was specifically chosen by her as her Armament due to its ability to leave gaping wounds for blood to flow out.

Innocent Monster brings out the beast within most Servants. And in Lancer, it brings forth a prideful dragon from all of the accumulated cruelty and lore associated with her legend. Even before becoming Lancer, her family line revered dragons and used a claw as the family crest to inspire draconic gallantry, viciousness and brutality to those who bore witness to it. This has been translated through the Dragontouched and Dragon Tail feats.

CUSTOMIZATION OPTION: While I (AC306) like Lancer's Draconic feats, if you feel that she should have a different set of dragon-like features, consult with your DM. There are other possible feats she could take on at "Character Creation", such as Draconic Heritage--which opens up feat options like Draconic Flight and Dragon Claws. Feel free to make this character your own!


Erzabet Bathory (http://typemoon.wikia.com/wiki/Lancer_%28Fate/Extra_CCC%29) (from Fate/Extra CCC game)
http://vignette3.wikia.nocookie.net/typemoon/images/c/cc/CCCLancer.png/revision/latest?cb=20130825201121

AbridgingCritic
2015-04-23, 12:28 AM
Caster -- Queen of the Sands


Classes: Cleric 6/Eye of Horus-Re 2
ECL: 8


Race/Templates: Human/Servant
Size: Medium


Alignment: Lawful Good
Gender: Female


Religion/Patron Deity: Pharonic Pantheon


ABILITY SCORES:



Ability Score
Bonus


Strength
14
+2


Dexterity
12
+1


Constitution
15
+2


Intelligence
13
+1


Wisdom
18
+4


Charisma
12
+1



Total Hit Points: 68 [6(1d6+2), 2(1d8+2), ]

COMBAT OPTIONS: Base Attack Bonus: (+4,+1) +5
Weapon 1: Rod of Lordly Might (+2 Rod Form) Attack Bonus: +9
Damage: 1d6+2 Critical: X2

Range Increment: NA Type: Bludgeoning
Notes: treat as +2 light mace, Buttons Change Form[/B]
Weapon 2: RoLM (+1 Flaming Longsword Form) Attack Bonus: +8 Damage: 1d6+2 +1d6 fire Critical: 19-20/X2
Range Increment: Type: Slashing Notes/Ammunition: Button 1 Form, Fire Damage
Weapon 3: RoLM (+4 Battleaxe Form) Attack Bonus: +11 Damage: 1d8+2 Critical: X3
Range Increment: Type: Slashing Notes/Ammunition: Button 2 Form
Weapon 4*: RoLM (+3 Longspear Form) Attack Bonus: +10 Damage: 1d8+2 Critical: X3
Range Increment: 10' reach Type: Piercing
Notes/Ammunition: Button 3 Form, Can Set vs Charge, Can Be Shortspear*
Weapon 5*: RoLM (+3 Shortspear Form) Attack Bonus: +10 Damage: 1d6+2 Critical: X2
Range Increment: Type: Piercing
Notes/Ammunition: Button 3 Form, Can Be Longspear*


Speed: 30' Initiative +1 Grapple Modifier: +7 (+4 +1, +2)

SAVING THROWS:
Fortitude (CON): +7 (+5, 0; +2 Con)
Reflex (DEX): +2 (+1, 0; +1 Dex)
Will (WIS): +12 (+5, +3; +4 Wis)

ARMOR CLASS
Total AC: 15 = 10 + 4 + (Shield 0) + 1 + 0 + Misc. 0
Touch AC: 11 Flat-footed AC: 14
Armor Worn Chain Shirt Max Dex: 4 AC Penalty: -2 25 lb

RACIAL TRAITS/CLASS FEATURES:
Standard Vision, Human Bonus Feat + Skill Points
Weapons and Armor: Cleric Weapons + Armor
Turn Undead Ability, Spontaneous Healing
Lawful and Good Spell Limitations
Aura of Good
CASTER TRAITS: Familiars: gain Summon Monster 4 once per day at will: Celestial Vultures** (Eagle template**),
Territory Creation: create a warded space, Guards and Wards spell 1/week, refresh ½ daily spell slots 1/day in hour-long ceremony within wards, use Transference 2 times/week to maintain-- XP NEEDED: 25XP/ECL = 200 XP/week
Item Construction: Craft Magic Arms and Armor, Noble Phantasms, Servant Traits
SERVANT TRAITS: can treat as Native Outsider, Spirit Form, +5 sense Servants, True Name Discernment, Counter Hero/Anti-Hero

FEATS:
Alertness
Extra Turning
Martial Weapon Proficiency
Sacred Healing-- As swift action, expend turn undead attempt to gain a +5 bonus on Heal checks and a +2 bonus per die on damage healed by any cast conjuration (healing) spells until the end of next turn.
Magic Arms and Armor* (Item Creation Skill)

LANGUAGES: Common (English), Egyptian, Greek
POSSESSIONS: Rod of Lordly Might 10 lb., Chain Shirt Armor 25 lb., Stormrider Cloak

SKILLS:
Skill Point Total: (18, 5, +11 human) = 31
Balance -1, Bluff +1, Climb 0, Concentration +4, Craft (Weaponsmithing) +8, Diplomacy +5, Disguise +1,
Escape Artist -1, Forgery +1, Gather Information +1, Heal +4, Hide -1, Intimidate +1, Jump 0, Knowledge (Arcana) +2, Knowledge (History) +4, Knowledge (Nobility/Royalty) +1, Knowledge (Religion) +11, Listen +6, Move Silently 0, Ride +1, Search +1, Sense Motive +4, Spot +10, Tumble 0, Use Magic Device +2, Use Rope +1

MAGIC ITEMS/NOBLE PHANTASMS (15 Century BCE, 36d6)
Maximum Budget: 131,000 Remaining = 13,000
Father's Return: First Pharaoh of the Valley of the Kings
Item: Canopic Jars of the Guardians 18,000g
Effect: Summons a Lawful Good Mummy that obeys the summoner's commands, lasts 3 hours; no Despair effect, 1 use only
The Pharoah's Scepter: (Armament)
Item: Rod of Lordly Might 70,000g
Effects: Buttons 1-3 change weapons, Button 4 creates 5' to 50' ladder, Button 6: indicate magnetic North;
Spell-like Functions: each usable 1/day--Hold Person (Will 14 DC) as touch attack, Fear (Will 16, 10' range, standard action), deal +2d4 on touch attack (Wil 17 DC for 1/2 damage)
Mut's Guardian Embrace
Item: Stormrider Cloak 30,000g
Effect: Fly 3/day 5 minutes each with Good maneuverability; appears as Celestial Vulture wings


SPELLCASTING
Domains:

Sun -- 1/day Greater Turning Undead
Law -- Cast Lawful Spells +1 Caster Level

Turn Undead Check:
Times Per Day: (3+1+4) = 8/day
Turning Check: 1d20+3
Turning Damage: 2d6+9

SPELLS
Spell Save: 14+ (10+lvl+WIS)
Caster Level: Cleric 6 + 1 (EoHR bonus spellcaster level) = Cleric 7 spells/day
Caster Level Checks: +7


Spell Level
Save DC
Spells/Day
Bonus Spells
Domain Spells


0
14
6
-
-


1
15
4
1
1


2
16
3
1
1


3
17
2
1
1


4
18
1
1
1



Conditional Modifiers: Caster Level checks +7, +1 Caster Level on Lawful spells (increasing DC)


Player Notes:
Caster is a Queen above anything else. Her words and actions are divine, and are for the good of those who serve under her. She has the gods on her side, and she will win the Grail for the glory of her patron pantheon. She is very devout in her beliefs and will often utilize those who serve her into building temples for her gods, especially Horus and Mut. The general populace should obey her, and the other Servants should serve her instead of trifling with their own petty desires. The gods speak through her, and she wishes to win the Holy Grail to gain power over the Earth again.

Caster is careful in choosing those who serve her, and those she finds worthy are rewarding in turn. She has experience in selecting servants to attend to her, and is doubly picky about her contracted Master. She will most likely ignore the call of an ill-hearted Master candidate, and would rather wait out the War entirely than be stuck with someone unworthy. Caster has been known to abandon traitorous and useless servants, and will go out in search of someone worthy of her presence and glory.

Caster is a bit vain, however. While she does have a good heart, she thinks she is untouchable by the other Servants and Masters. Her Territory Creation skill is put to misuse by protecting large, open-air palaces built with her Endless Riches skill's money. She is tactful with her Noble Phantasms, but she will burn through her daily divine energies very quickly. Caster will often create idols, weapons and other works of art just for herself; but she will share her treasures with a worthy Master or servant. However, if a Master abuses their Command Seals against her good-willed, if vain, rise to power; she will most likely disown her Master and search for a new one.

Fighting Style:
Caster is different from many of her fellow Casters. She will regally enter the battlefield, keeping her foes at a distance by utilizing her powerful magic. But, if a foe were to dare attack her directly, surprisingly she is more than able to handle herself in close-combat. Her weapon changes depending on what god she asks for divine help at the time.

Caster's spells are equal parts offensive and defensive. She will blast away opponents with spells that utilize brilliant energy, like Lantern Light, Searing Light and Stars of Arvandor. However, she is clever enough to protect herself and her allies with spells like Consecrate, Protection from Chaos and Wall of Good. Caster's spell list reflects her conquering, powerful presence with spells like Lesser Visage of the Deity and Command.

Noble Phantasms and Servant Skills
Another aspect to Caster's abilities is that she detests those who purposefully cause chaos or destruction. She favors protecting her servants and Master over the general populace, but she is focused on the good of the people. She judges her combatants based on their purpose and fighting style in the Grail War, and will use her Judgement from On High skill (Lawful and Sun Domains) to smite her opponents with the force of her gods' wrath.

If her Master at the time is worthy of her selection, she will easily reward them for their service on the battlefield. She will bestow her gods' divine protection onto her Master, and will use her unique Servant's Reward skill (Sacred Healing feat) to heal their wounds when the enemy is still recovering.

Caster's abilties as a Servant are varied, much more so than most Caster Servants. Her weapon, the Pharaoh's Treasure (Rod of Lordly Might) is able to completely change the battlefied by having her participate directly. While most Casters summon their Familiars and other beings to fight for them, and leave the heavier challenges to their Masters; Caster is able to work hand-in-hand with her Master as a combatant, magician and healer.

But in cases where Caster must escape a fight, she utilizes the holy cloak she wears at all times. It was a cloak given to her by the Pharonic goddess Mut and she treasures it immensely. Mut's Guardian Embrace (Stormrider Cloak) allows Caster to attain physical flight--it changes from a black feathered article of clothing into a four-winged pair of black celestial vulture wings. Vultures, which she also summons as her Familiars, are Mut's favored animal. Caster employs her Vulture Familiars (Celestial Eagle stats) as watchmen over her palatial Territory Creation wards rather than have her patron goddess' avatars under attack.

And finally, when escape and normal combat are not an option, the wise Caster employs her most dangerous Noble Phantasm, Thutmose the First: First Pharaoh of the Valley of the Kings (Canopic Jars of the Guardians). Drawing from within her Spirit Form, Caster summons the ornately carved stone coffin of her dead father, a legendary King in his own right. She draws out her mummified father's canopic jars from the Heroes' Throne divine plane and places them into the coffin. And then, reanimated by her holy devotion and the favor of the gods, the mummified body of the legendary Pharaoh is brought back as a Mummy. The Mummy is able to serve his daughter one final time before (Lawful Good alignment) and can overwhelm his opponents while Caster utilizes this newcomer in the fray to her advantage.

Hatshepsut (http://en.wikipedia.org/wiki/Hatshepsut) (Original Character)
http://images.metmuseum.org/CRDImages/eg/web-large/Hatshepsut2012.jpg

AbridgingCritic
2015-04-23, 07:15 AM
Berserker -- Wandering Monster


Classes: Barbarian 6
ECL: 9


Race/Templates: Human/Half-Flesh Golem, Servant
Size: Medium


Alignment: Chaotic Neutral
Gender: Female


ABILITY SCORES:



Ability Score
Bonus
Enhance Bonus


Strength
24
+7
+6**


Dexterity
8
-1
-2**, +2*


Constitution
16
+3
+4**


Intelligence
4
-3
-6**


Wisdom
16
+3



Charisma
5
-3
-6**



*Berserker Class Enhancement
**1/2 Flesh Golem Enhancement

Total Hit Points: 61 [6(1d12+2)]

COMBAT OPTIONS: Base Attack Bonus: +6/+1
Weapon 1: Bridal Chest (+1 Heavy Mace) Attack Bonus: +14 Damage: 1d8+7 +1d6 electric
Critical: X2 Type: Bludgeoning
Notes/Ammunition: Masterwork +1, +2d10 electric damage on Critical Hit



Speed: 40' Initiative +3 Grapple Modifier: +13

SAVING THROWS:
Fortitude (CON): +8
Reflex (DEX): +3
Will (WIS): +5
Conditional Modifiers: +2 vs traps, IMMUNE: spells, spell-like abilities, supernatural effects
SPECIAL DEFENSES: Damage Reduction 5/Adamantine
SPECIAL EFFECTS: Fire & Cold effects--Slow speed 2d6 rounds; Electric effects--Heals 1HP/3 damage, breaks Slow effect

ARMOR CLASS
Total AC: 14 = 10 + 0 + (Shield 0) + -1 Dex + 5 Nat. Armor + Misc. 0
Touch AC: 15 Flat-footed AC: 14
Armor Worn None
Conditional Modifiers: +2 AC vs traps

RACIAL TRAITS/CLASS FEATURES:
Human Side: Standard Vision, Human Bonus Feat + Skill Points
Weapons and Armor: Barbarian Weapons + Armor
Fast Movement +10’, Rage 2/day, Trap Sense +2
Uncanny Dodge—Retain Dex bonus to AC even if caught flat-footed or struck by invisible attacker.
Still lose bonus to AC if immobilized.
Improved Uncanny Dodge—Can no longer be flanked. This also denies sneak attack by flanking.
Unless the attacker has 4+ more rogue levels than target has barbarian levels.
BERSERKER TRAITS: +2 Strength or Dexterity enhancement bonus, Mad Enhancement: no Ending Rage Penalty, Prana Strain: Master loses 1 Constitution per week in-game
SERVANT TRAITS: can treat as Native Outsider, Spirit Form, +5 sense Servants, True Name Discernment, Counter Hero/Anti-Hero

FEATS:
Power Attack
Track--Berserker once chased down her Father across Europe
Improved Initiative
Lightning Reflexes
LANGUAGES: Common (English), German
POSSESSIONS: +1 Heavy Mace

SKILLS:
Skill Point Total: (40)
Balance -1, Bluff -3, Climb +12, Diplomacy 0, Escape Artist -1, Heal +3, Intimidate +3, Jump +7, Know (Nature) +1, Listen +6, Move Silently -1, Search -3, Sense Motive +3, Spot +4, Survival +13, Swim +9, Tumble 0

MAGIC ITEMS/NOBLE PHANTASMS
Maximum Budget: 9,000g Remaining = 250g
Bridal Chest: Shocking Burst enchantment to Heavy Mace 8000 gold
Blasted Tree: 2 scrolls of Lightning Bolt spell, Caster Level 5
3rd level spell X 5th level caster X 25 gp = 375 gold per scroll, 750 gold total



Player Notes:
Berserker is concerned for one thing only, her wish for the Grail. All she wants is a companion. Someone like her, not a simple homunculi or golem--a being who she can eternally bond with and survive the harsh world alongside. She has strict standards of a companion that she will not cross. Her Father, from all her wanderings over the years, has been the only one to create a being as unique and eternal as Berserker. She has asked, pleaded, threatened, stalked and fought her Father for another being like her as a companion--all to no avail. Winning the Grail's granted wish is her only chance to finally end her loneliness.

Berserker is aware of her power and her limitations, but doesn't concern herself with the Grail War outside of battle. She enjoys small things like reading books, admiring flowers and staring up at the sky in her spare time. Berserker prefers to remain completely in material form rather than escaping into Spirit Form.

Berserker's Mad Enhancement has robbed her of her ability to speak. She communicates through facial expressions, but prefers to maintain a shy silence when around groups of people. She doesn't enjoy the company of loud or pushy people, no matter how friendly they may be. She is concerned with keeping her distance and conserving her energies--even going so far as to turn off lights in a room when not in use because she dislikes waste. This is mostly from wanting to conceal her secret wisdom and understanding about human nature, as well as inhibiting the monstrous side within her. (She dislikes being called a "monster" or anything else derogatory towards her condition as a Heroic Spirit, but has done things in the past that have become infamously monstrous.)

One fact about Berserker has spelled the doom of both enemy and ally alike. Berserker is deathly afraid of Fire. It sends her into a rage almost immediately (in-game activate rage). When attacked with fire by an enemy, Berserker will usually use her rage to kill the pyro attacking her. But allies who get to close are often caught in the attack. In her rage she will not care, but afterwards she will feel crushed by her guilt at hurting an ally. Even if she can control herself (in-game: no Rages any more per day), she will still intensely flee the scene. She will run and hide away until she flames cannot get to her, more than willing to abandon her Master. Consider her panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked)as she flees (but she can never drop Bridal Chest or lose it).


Fighting Style:
Berserker, when using the defining Mad Enhancement of her Servant Class, is surprisingly an intelligent fighter. Her head remains clear even when she digs deep into the rage built inside herself. But she does have a temper, and will hurt enemies beyond necessity when she is personally insulted. (Her Father was once the victim of her temper flaring up). However, when she does fly into her Mad Enhancement, Berserker will unleash a powerful, shocking scream. It is an intimidating roar called the Scream of Terror. (An Intimidation check is usually one of the first moves she makes before rage).

Berserker's Armament, Bridal Chest, is a weapon close to her heart. She shares stored electricity between herself and the oversized mace. However, deep within the Mace's head, resides a powerful buildup of electrical energy. Berserker is able to unleash this buildup only a few times while manifested in the Grail War. This burst of lightning (Blasted Tree) is a last-resort blast of Berserker's life-giving electricity, so she keeps it hidden from her enemies. But when unleashed, Blasted Tree can completely wipe out her enemies, leaving Berserker and her Master an opportunity to reclaim the battlefield.
Literally speaking, it is almost entirely Berserker's heart. A core that helps generate electricity for keeping her alive resides deep within the mace's head.


Frankenstein's Monster (http://typemoon.wikia.com/wiki/Berserker_of_Black) (from Fate/Apocrypha arc)
http://vignette4.wikia.nocookie.net/typemoon/images/d/da/Black_berserker.png/revision/latest?cb=20130118215717

dragonjek
2015-04-23, 08:48 AM
Alignment: Chaotic Evil--she is more Insane than truly Evil

"Insane Reckless" is the Strange Tail Girl's official alignment in Fate, even when summoned as Lancer.

Also, a lot of the Wandering Monster's text (such as real identity) looks copied from Lancer.

AbridgingCritic
2015-04-23, 02:31 PM
"Insane Reckless" is the Strange Tail Girl's official alignment in Fate, even when summoned as Lancer.

Also, a lot of the Wandering Monster's text (such as real identity) looks copied from Lancer.

I haven't had the time to completely transfer over everything for Berserker so far. Hence it says "Under Construction" I copied over the text template from Lancer's thread and haven't changed some of it.

Strange Tail Girl's alignment was tricky, since Insane Reckless isn't a normal option in the D&D alignment scale. I wrote in her Player's Notes segment how she acts, but in D&D standards she would be Chaotic Evil.

AbridgingCritic
2015-04-30, 10:24 AM
Caster -- The Great Author of Tragedy


Classes: Bard 6/Dirgesinger 1
ECL: 7


Race/Templates: Human/Servant
Size: Medium


Alignment: True Neutral
Gender: Male


ABILITY SCORES:



Ability Score
Bonus


Strength
10
+0


Dexterity
9
-1


Constitution
10
+0


Intelligence
13
+1


Wisdom
16
+3


Charisma
17
+3

Total Hit Points: 21 [3(1d6-1) + 3(1d6+0), 1(1d6+0), ]

COMBAT OPTIONS: Base Attack Bonus: (+4,+0)= +4
Weapon 1: Dagger, Frost Attack Bonus: +5
Damage: 1d4 + 1d6 cold damage Critical: 19-20/X2

Range Increment: 10’ Type: Piercing or Slashing
Notes: Masterwork +1, Frost Enchantment

Weapon 2: Wand, Cure Light Wounds Attack Bonus: NA Healing Damage: 1d6+3
Range Increment: NA Type: Healing
Notes/Ammunition: 50 Charges, Caster Level 3
Speed: 30' Initiative -1 Grapple Modifier: +4 (+4 +0, +0)

SAVING THROWS:
Fortitude (CON): +2 (+2, 0; +0 Con)
Reflex (DEX): +4 (+5, 0; -1 Dex)
Will (WIS): +10 (+5, +2; +3 Wis)

ARMOR CLASS
Total AC: 11 = 10 + 2 + (Shield 0) + -1 + 0 + Misc. 0
Touch AC: 12 Flat-footed AC: 9
Armor Worn Leather Max Dex: 6 AC Penalty: 0 15 lb

RACIAL TRAITS/CLASS FEATURES:
Standard Vision, Human Bonus Feat + Skill Points
Weapons and Armor: Bard Weapons + Armor
Bardic Knowledge
Bardic Music/Poetry: 6+1 Times Per Day http://www.d20srd.org/srd/classes/bard.htm#bardicMusic
Countersong, Fascinate, Inspire Courage, Inspire Competence, Suggestion
Dirgesong: +1 Bardic Music/day/lvl http://dndtools.pw/classes/dirgesinger/
Song of Sorrow: Can evoke sorrow and lament in enemies. The effect lasts for as long as the enemy hears the performance and 5 rounds thereafter. An affected enemy takes a —2 penalty on Will saving throws, attack rolls and weapon damage rolls. A successful Will save (DC 10 + the dirgesinger's ranks in Perform)= DC 23 negates effect and makes enemy immune to that this ability for 24 hours. Song of sorrow is a mind-affecting ability.
CASTER TRAITS: Familiars: gain Summon Monster 3 once per day at will: Small Fire Elementals** (Appear as Living Matches**),
Territory Creation: create a warded space, Guards and Wards spell 1/week, refresh ½ daily spell slots 1/day in hour-long ceremony within wards, use Transference 2 times/week to maintain-- XP NEEDED: 25XP/ECL = 175XP/week
Item Construction: Craft Wondrous Item +5, Noble Phantasms, Servant Traits
SERVANT TRAITS: can treat as Native Outsider, Spirit Form, +5 sense Servants, True Name Discernment, Counter Hero/Anti-Hero

FEATS:
Negotiator
Combat Casting: +4 bonus on Concentration checks to cast a spell or spell-like ability while defensive, grappling or pinned
Requiem: You can extend the effects of mind-affecting bardic music abilities to influence the undead.
All effects on undead creatures have only half the duration they normally would against the living.
Craft Wondrous Item (Item Creation Skill)
Craft Wand

LANGUAGES: Common (English), Danish, French
POSSESSIONS: Dagger, Frost 1 lb., Leather Armor 15 lb.,

SKILLS:
Skill Point Total: (72, 6, +10 human) = 78
Appraise +1 (+3 Wands/Wondrous Items), Balance -1, Bluff +7, Climb 0, Concentration +6,
Craft (Wondrous Items) +13,Craft (Wandcrafting) +6, Decipher Script +3, Diplomacy +11, Disguise +3, Escape Artist -1, Forgery +1, Gather Information +3, Heal +3, Hide -1, Intimidate +7, Jump +2, Knowledge (Arcana) +6, Knowledge (History) +5, Knowledge (Nobility/Royalty) +3, Knowledge (Religion) +5, Listen +4, Move Silently +1, Perform (Act) +5, Perform (Oratory) +13, Ride -1, Search +1, Sense Motive +10, Spellcraft +4, Spot +3, Survival +3, Tumble 0, Use Magic Device +8, Use Rope -1

MAGIC ITEMS/NOBLE PHANTASMS (18th Century AD, 3d6)
Maximum Budget: 9,000 Remaining = 350g
A Story for You -- Spell Scroll Booklet Total Cost: 4,900g

This Noble Phantasm is Customizable depending on the Player. You can choose any bard spells that can enhance or heal another character in-game.
This Noble Phantasm total cost cannot exceed 6,750 gold

4 Scrolls of Heroism (CL: 5) -- 250g each, total: 1000g
2 Scrolls of Remove Curse (CL: 8) -- 1200g each, 2400g
2 Scrolls of Bull's Strength (CL: 5) -- 250g each, total: 1000g
Writer’s Revision – Wand of Cure Light Wounds (50 charges) (Caster Level: 3) 2250g

Effect: Heals a subject 1d6+3
Nail of the Ice Queen -- Frost Enchantment on Dagger Armament 2000g

SPELLCASTING
Bard 6, 6th Level Bard spells/day
Spell Save: 13+ (10+lvl+CHA)
Caster Level Checks: +6


Spell Level
Save DC
Spells Known
Spells/Day
Bonus Spells


0
13
6
3
-


1
14
4
3
1


2
15
3
2
1


3
--
--
--
1



Player Notes:
Caster is up front about his goal for the entire Holy Grail War. He truly does not desire the Grail for himself. He prefers to play a healing/support role for his Masters usually. He is able to defend himself against weaker opponents, but he is clever enough to never go after any of the Knight or Spell Resistant Classes alone. All he truly wants is to create the Story of the Holy Grail War for no reason than that the Masters' and Servants' tragic stories should be told.

Caster, despite his youthful appearance, is an old man. For some reason, whenever he is summoned into the Caster Class, he takes the form of a young boy. He believes his appearance stems from the time of his life when his imagination was most potent. His voice does give him away, though.

Caster's Noble Phantasms are rather limited, and have quite a cost to manifest them. Caster, as he appears in his child form, is afflicted with a Innocent Monster-like Condition. However, unlike most Innocent Monster Heroic Spirits, this form is called Curse of the Readers. Because of his renown in world culture, those who have experienced his works have tried to identify him with several aspects of his stories. In the end, Caster is afflicted with the washed-out image of the fantastical author who embodies all of the scars of his works.

Because of Curse of the Readers, Caster's legs are covered in fish scales, his arms are burned as if by matches, his hands are frostbitten, and his throat has been scarred as if by a cut. Because of his fame throughout the world for who he was, Caster's signature trait with anyone he mentors is his dark heart--he says his "heart is a demon who loves bad ends"--that secretly craves to see the downfall of a Hero. But this residual side effect of intense fame causes him no pain or other afflicted conditions.

Personality-wise, Caster is blunt. He says what he means and has no filter, but he doesn't really care about whatever people think of him. He is usually able to accurately make assumptions about a person's flaws once he first meets them; and will state them aloud to the dismay of ally and enemy alike. He doesn't do this out of malice or spite, Caster just has no want or desire to be liked by others. He is blunt and uncaring towards everyone, whether ally or enemy; and he extends his apathetic, depressing state of mind when talking about himself. Caster is aware of how combat-useless he is, and will say so without a hint of sadness or anger.

Caster is frustratingly impartial. He unknowingly insults everyone he sees and never ever truly trusts anyone as an ally, Master included. He has no love in his heart--because although he created works of beautiful, tragic love and death, Caster never was able to achieve obtaining love for himself. He does have a soft spot for those without hope and despair due to his "demonic heart that seeks bad ends". But his ideal choice for the situation is usually putting those abandoned by the world and "even by God" out of their misery with a beautifully tragic death.

Fighting Style:
[SPOILER] Caster is weak compared to most combat-ready Servants, such as Berserker, Assassin or any of the Knight Classes. Therefore, he prefers to have his Master do most of the fighting while his Familiars guard him. Caster has also been known to create alliances and deals with outside parties and people to fight for him, promising them a better Story. In response for the help, Caster heals and bolsters his allies in battle. Also, with his Item Creation Skills, Caster is able to give his allies powerful magical artifacts straight out of storybooks. Caster also creates Rewriting Tools (Wands), which he and his allies can use to change the world and people around them.

With Territory Creation, Caster is a bit blase. He does create wards to protect his Master, but he isn't that concerned with battling in his place of power. He enjoys observing the world and would rather go out to fight instead of remaining cloistered. There's no story in it.

Caster prefers to boost the skills of his Master, and usually chooses more able-bodied or more potently magical Masters. He loves to use his abilities to bolster their chances of victory and providing healing for his injured "Hero". However, Caster is sharp-tongued with everyone he meets. He prefers to keep to himself and observe rather than go out looking for a fight. Caster also prefers to observe because of his Human Observation Skill (Negotiator Feat and Sense Motive Skill Points)--which allows him to observe his targets' emotions below the surface.

Caster's Familiars are unique, for they are living beings of fire. Taking the appearance of old-fashioned matches, Caster's Familiars love to dart around a room or area setting fires. Caster protects his Familiars by including them in his storytelling. The Familiars all leap and dance as they run around the battlefield, unaware of when they will burn out. Caster knows that they all will burn out...

With all this in mind, there is one additional aspect to Caster: he is a modern Heroic Spirit. He is aware of firearms, military weapons, vehicles and other modern military tactics. He is likely to pair up with allies and groups that can supply these weapons while most Master-Servant teams remain archaic in their weaponry.

Noble Phantasms and Servant Skills
Caster's Signature Skill is his Human Observation Skill (Negotiator Feat & Sense Motive ranks). He is naturally inclined to notice details about a person's personality just from observing them. However, his skill in identifying traits is so great that he only needs a description of a subject's lifestyle, hobbies, life story, etc. and he can identify core traits.

One unique Servant Skill of Caster is his ability to afflict even those who are dead. Where most magic is unable to affect the undead or those in the afterlife, Caster's influence and respect for the ascension of dying has allowed him to affect those who have passed on. This is his Requiem Skill.

Caster's greatest gift is his ability to prolong the life of his Master. His Noble Phantasm A Story for You (Spell Scroll booklet) is his most treasured possession. It takes the form of a hardcover book and contains the greatest fairy tale Caster was never able to write. Caster is able to use A Story for You to turn his simple Master's role from a nameless character into a Protagonist--giving them the abilities to rise above the challenges set before them. However, A Story for You, like all of Caster's works, will end in some form of tragedy--that Caster knows all too well.

Another armament of Caster is his pen, Writer's Revision (Wand of Cure Light Wounds). Caster uses this stylus to rewrite the damage inflicted on his Master, keeping them around to continue the story...

Spellcasting
Caster utilizes his knowledge to craft stories. He tells the story of the Holy Grail War battle by battle, giving eloquent soliloquies and creating half-fairy tales while his Master fights. He uses his gift of words to change the outcome of events, protect his Master and himself, and bolstering his Master's Protagonist skills and abilities.

Outside of Caster's gift for storytelling, he has a potent, raw magical energy he can use to continue escalating the Story of the Holy Grail War. He often uses spells like Good Hope, Combat Readiness, and Ray of Hope to give many allies and familiars an edge on his opponents. He also likes to use spells such as Ice Darts, Charm Person and Empathy to turn his opponents' expectations against themselves.

One ability Caster loves to employ overlaps with his gift of storytelling: the Rewrite (Lesser Geas spell). Caster always knows how to change another person's character into someone he can control. He often targets Masters rather than most Servants, who can usually resist his abilities. Masters may be mages, but they are only human; and Caster usually Rewrites them to forbid a Master from allowing their Servant to harm them. It doesn't last forever, but with Masters having a limited supply of Command Seals Caster can cause severe damage between enemy groups.

Hans Christian Anderson (http://typemoon.wikia.com/wiki/Caster_(Fate/Extra_CCC)) (from Fate/Extra CCC route)
http://typemoon.wikia.com/wiki/File:EnemyCasterCCC.png

AbridgingCritic
2015-05-01, 11:53 PM
Edit 4/30 and 5/1:

Hey everyone! I just created a new Servant: Caster--The Great Author of Tragedy. (I realize that he is the first male Servant I've made so far, but there will be more to come.) He is a supportive spellcaster unlike other Casters, so he'll be an interesting roleplaying chance for players.

Also, I noticed some errors in the Berserker--Wandering Monster post. I did some editing and it should be fixed. I defined Berserker's Armament--it is now officially a heavy mace and its weapon stats have been changed. I also cleaned up some wording and spelling errors I missed.

Happy Playing!

AbridgingCritic
2015-05-05, 05:31 PM
Archer -- The Terracotta Emperor


Classes: Fighter 7/Order of the Bow Initiate 1
ECL: 8


Race/Templates: Human/Servant
Size: Medium


Alignment: Lawful Good
Gender: Male


ABILITY SCORES:



Ability Score
Bonus


Strength
16
+3


Dexterity
16
+3


Constitution
14
+2


Intelligence
10
+0


Wisdom
10
+0


Charisma
10
+0



Total Hit Points: 63 [7d10+2, 1d10+2]

COMBAT OPTIONS: Base Attack Bonus: (+7/+2,+1) = +8/+3
Armament 1:Composite Shortbow of Distance Attack Bonus: +12/+7
Damage: 1d6+3 Critical: X3
Range Increment: 140’ Type: Piercing
Notes: Masterwork +1,Distance Enchantment, +1 Weapon Focus (Shortbow)
Armament 2: Sword of Lu Dongbin (Holy Longsword Attack Bonus: +11/+6
Damage: 1d6+3 Critical: 19-20/X2
Range Increment: NA Type: Slashing Notes/Ammunition: +2d6 vs evil opponents
Armament 3: Gauntlets Attack Bonus: +11/+6 Damage: 1d3+3
Range Increment: NA Type: Bludgeoning Notes/Ammunition:



Speed: 20' Initiative: +7 Grapple Modifier: +10 (+7 +3, +0)

SAVING THROWS:
Fortitude (CON): +7 (+5, +0; +2 Con)
Reflex (DEX): +7 (+2, +2; +3 Dex)
Will (WIS): +4 (+2, +2; +0 Wis)
Conditional Modifiers: Spell Resistance= 10 + ECL (8) = 18

ARMOR CLASS
Total AC: 10 = 10 + 6 (+2 Fortification)+ (Shield 0) + +1 Max Dex + 0 + Misc. 0
Touch AC: 11 Flat-footed AC: 18
Armor Worn Banded Mail, +2 Med. Fortification Max Dex: 1 AC Penalty: -6 35 lb
*75% chance sneak attacks and critical hits Negated*

RACIAL TRAITS/CLASS FEATURES:
Standard Vision, Human Bonus Feat + Skill Points
Weapons and Armor: Fighter Weapons + All Armor
Ranged Precision: +1d8 damage to ranged attack if within 30'; standard action
ARCHER TRAITS: Spell Resistance: 10+ ECL, Endless Ammunition, Noble Phantasms, Servant Traits
True Independent Action: 2/day 3 hours each (can turn ethereal unless in combat)
Can be contracted to another Master if theirs is killed; must be killed to be put down for good.
SERVANT TRAITS: can treat as Native Outsider, Spirit Form, +5 sense Servants, True Name Discernment, Counter Hero/Anti-Hero

FEATS:
Weapon Focus (Composite Shortbow)
Point Blank Shot: +1 shoot within 30'
Rapid Shot-- one extra ranged weapon attack per round at your highest base attack bonus.

Each attack you make in one round (the extra one and the normal ones) takes a -2 penalty. You must use full attack action to use this feat.
Combat Reflexes: 4 provoked AoO
FIGHTER FEATS:
Precise Shot: can shoot ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on attack roll
Improved Initiative
Manyshot: fire 2 arrows at 1 target within 30', -2 penalty on 1 attack roll
Plunging Shot:if target 30' below Archer, +1d6 damage ranged attack


LANGUAGES: Common (English), Chinese
POSSESSIONS:
Masterwork Composite Shortbow of Distance 2 lb., Banded Mail w/Gauntlets 40 lb.

SKILLS:
Skill Point Total: (20, 3, +11 human) = 33
Appraise +0 (+2 bows) , Balance -3, Bluff 0, Climb -3, Concentration +2, Craft (Bowmaking) +5,
Diplomacy +2, Escape Artist -3, Forgery +0, Gather Information +0, Handle Animal +2, Heal +0, Hide -3, Intimidate +2, Jump -3, Knowledge (Nobility/Royalty) +3, Knowledge (Religion) +4, Listen +0, Move Silently -2, Ride +3, Search +0, Sense Motive +0, Spot +1, Survival +0, Swim -9, Tumble -1, Use Rope +3

MAGIC ITEMS/NOBLE PHANTASMS ( 12th Century BCE, d6)
Maximum Budget: 38,000 Remaining = 5,060
Bīngmǎ Yǒng: Army of the Earth -- 9,625 gold
5 Scrolls of Summon Monster 7; Caster Level 11: Cost each= 11 CL X 7th lvl spell X 25g = 1925 gold
1d4+1 Med. Earth Elementals (Terracotta Warriors)
Sword of Lu Dongbin: Holy Longsword 8,315 gold
Reach of the Emperor: Composite Shortbow of Distance 2,000 gold
Distance Enchantment to Armament 1
+2 Armor of Med. Fortification 13,000 gold


Player Notes:
Archer is a man who knows his words mean something. He doesn't speak unless he has something to say. Archer is very picky about who serves him--he's been let down and betrayed before, so he refuses to let that happen again.

Archer's cause to possess the Holy Grail comes from his wish to live forever. He's tried many different ways to gain immortality, and none of them worked. But now that he is back, he wishes to drink from the Grail and test its life-giving properties on himself.

Archer knows what he knows, and that's it. He will listen to others for advice on things he does not know, such as military or diplomatic tasks. However, he keeps an extra close eye on those who act as advisers to him.

Archer enters the battlefield with refined disinterest. He honestly believes on he is allowed to win the Grail, and will judge those whom he thinks are unworthy harshly. He is aware that Heaven placed him on this earth once again to rule over these ancient heroes, and he will fulfill the will of the Heavens to the letter.

Fighting Style:
Archer prefers to stay far away from his opponents, sniping them with his powerful shortbow from a higher altitude. When enemies draw nearer, Archer draws out his sword and can easily dish out some damage, doubly so if there is an evil being attacking him.

Archer doesn't respond to threats or intimidation. No matter how big and blustery an enemy Servant is (e.g.: Berserker classes), Archer keeps a cool head and tries to think things through. He's not so arrogant that he will refuse to flee.

Working with his Master, Archer prefers to go out alone while his Master provides spellcasting support farther away from the battle. However, direct orders are a bit hard to get through his stubborn streak and he will resist his Master's plans because he trusts his own judgment better than any man living or dead.

Out of combat, Archer enjoys listening to traditional string instruments and songs, take long walks alone, and read books. Archer is quiet when he needs to, and can be loud when he wants to. He reserves his responses and energy for when it matters most.

Noble Phantasms and Servant Skills
Archer's bow, the Reach of the Emperor, is a beautiful piece with an imperial yellow dragon adorning the entire bow. however, its beauty hides how far this bow can shoot. He can snipe enemies across towns and battlefields, and then deal melee damage with his second Noble Phantasm, the Sword of Lu Dongbin.

The Sword of Lu Dongbin (Holy enchanted longsword) has a mysterious divine aura surrounding the blade. Ghosts, spirits and even minor divine spirits flee from the aura of this blade. It harms opponents like a normal blade, but when it comes in contact with the blood of an evil enemy the blade sharpens and does extra damage instantly. This blade is famed to have slayed dragons, and its divine presence as a Noble Phantasm is a gift to Archer from some Heavenly patron.

Bīngmǎ Yǒng: Army of the Earth is one of the most unique Noble Phantasms Archer has at his disposal. Archer was known to have a fascination with death and built many temples and necropolises to honor the Heavens and the afterlife. However, only Archer has this ability: he is able to summon straight from the earth below his feet soldiers made out of clay. The size of a man and wearing etched-in clay armor, each earthenware soldier is unique and will serve the Emperor as long as he is able. Example Picture (http://www.chinafocustravel.com/uploads/travel_guide/Terracotta_Warriors2.jpg).

Archer is a king prepared to conquer and unite all those who fall before him. One special technique he loves to employ is his Servant Skill Son of Heaven (Plunging Shot feat). As long as Archer has a height advantage over a Master, Servant or trespasser in the Grail War, Archer can easily inflict extra damage. This paired with Archer's extensive list of archery Military Tactics Skill techniques (Point Blank Shot, Rapid Shot, Many Shot, Precise Shot) allows Archer to have many options when fighting a foe at either close or long range.

Qin Shi Huang, the First Emperor of China (http://en.wikipedia.org/wiki/Qin_Shi_Huang) (Original Character)
http://en.wikipedia.org/wiki/Qin_Shi_Huang#/media/File:Qinshihuang.jpg

AbridgingCritic
2015-05-06, 04:21 AM
[Edit 5/6/15]

Hey everyone! I just created a new Servant character for you all to try out. He is my original Heroic Spirit, Archer: the Terracotta Emperor. I also created an Ammunition system for the Archer class. Go here (http://www.giantitp.com/forums/showthread.php?405435-Fate-Zero-3-5-The-Holy-Grail-War-Homebrew-System) to find out more.

Also, I changed the formatting for the Servant's beginning stats. I've updated all the characters with new tables, just to clear up the thread visually.

May all your dice be Nat 20s!

AbridgingCritic
2015-06-08, 03:28 PM
Assassin -- Shadowy Storyteller of Old


Classes: Rogue 7/Shadowdancer 1
ECL: 8


Race/Templates: Human/Servant
Size: Medium


Alignment: Chaotic Neutral
Gender: Female




ABILITY SCORES:



Ability Score
Bonus


Strength
12
+1


Dexterity
18
+4


Constitution
11
+0


Intelligence
11
+0


Wisdom
14
+2


Charisma
12
+1



Total Hit Points: 37* [7d6+0, 1d8+0]

COMBAT OPTIONS: Base Attack Bonus: (+5, +0) = +5
Armament 1: The Roc's Talon (Keen Dagger) Attack Bonus: +10
Damage: 1d4+1 Critical: 17-20/X2
Range Increment: 10’ Type: Piercing/Slashing
Notes: Masterwork +1, Keen Enchantment
Armament 2: The Blade of Forty Thieves (Human Bane Dagger) Attack Bonus: +10
Damage: 1d4+1 Critical: 19-20/X2
Range Increment: 10' Type: Piercing/Slashing
Notes/Ammunition: +2 vs Human target, +2d6 damage to Humans, Masterwork +1 (Bought)

Speed: 30' Initiative: +7 Grapple Modifier: +6 = (+5 +1, +0)

SAVING THROWS:
Fortitude (CON): +2 (+2, +0; +0 Con)
Reflex (DEX): +11 (+5, +2; +4 Dex)
Will (WIS): +4 (+2, +0; +2 Wis)

ARMOR CLASS
Total AC: 16 = 10 + 2 + (Shield 0) + 4 + 0 + Misc. 0
Touch AC: 14 Flat-footed AC: 16


Armor Worn Light Leather Max Dex: 6 AC Penalty: 0, 15 lb
Dodge Bonus: +1 vs Dodge Target

RACIAL TRAITS/CLASS FEATURES:
Standard Vision, Human Bonus Feat + Skill Points
Weapons and Armor: Rogue Weapons + All Armor
Sneak Attack: +4d6 extra damage on an attack where target is denied Dexterity bonus to AC or flanking,
within 30'
Evasion: can make Reflex saving throw against an attack that deals half damage on a successful save,
instead take no damage
Uncanny Dodge:retain Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker
Trapfinding: can use Search checks to find hidden traps with a DC of 20 or above
Trap Sense: +1 on locating any trap
Hide in Plain Sight: if within 10 feet of any shadow, can hide from view in the open without anything to
actually hide behind. She cannot, however, hide in her own shadow.
ASSASSIN TRAITS: Presence Concealment, Noble Phantasms, Servant Traits
Independent Action: 2/day 3 hours each (can turn ethereal unless in combat)
Can be contracted to another Master if theirs is killed; must be killed to be put down for good.
SERVANT TRAITS: can treat as Native Outsider, Spirit Form, +5 sense Servants, True Name Discernment,
Counter Hero/Anti-Hero

FEATS:
Dodge
Mobility: +4 dodge bonus to Armor Class vs. attacks of opportunity caused when move out of
or within a threatened area.
Weapon Finesse
Combat Reflexes: can make 4 Attacks of Opportunity when activated

LANGUAGES: Common (English), Farsi, Hindi
POSSESSIONS:
The Blade of Forty Thieves, The Roc's Talon, Light Leather Armor, The Storyteller's Aides, The Vizier's Favor, Masterwork Thieves' Tools, 2 bottles of Shadow Essence poison

SKILLS:
Skill Point Total: (80, 6, +11 human) = 97
Appraise +0, Balance +8, Bluff +6, Climb +4, Concentration +0, Diplomacy +8, Disable Device +5,
Disguise +4, Escape Artist +9, Forgery +0, Gather Information +3, Heal +2, Hide +14,
Intimidate +3, Jump +8, Knowledge (Local) +2, Listen +2, Move Silently +12, Open Lock +9,
Perform (Dance) +6, Perform (Oratory) +7, Ride +4, Search +7, Sense Motive +6,
Sleight of Hand +8, Spot +6, Survival +4, Swim +1, Tumble +12, Use Magic Device +2,
Use Rope +4

MAGIC ITEMS/NOBLE PHANTASMS (11th Century CE, d4)

Maximum Budget: 23,000 Remaining = 1,548gp
The Storyteller's Aides
Item: Bracelet of Friends (3 Charms) 14,250 gold
Effect: Each of the Three Charms can temporarily summon one of Assassin's old Heroes. Each can only last 3 hours at a time, and then they are dismissed back to the Throne of Heroes.
[*=1]Charm 1: Aladdin, Level 4 Human Rogue, Masterwork +1 Dagger Armament
[*=1]Charm 2: Sinbad the Sailor, Level 4 Human Fighter, Masterwork +1 Composite Shortbow Armamant
[*=1]Charm 3: Ali Baba, Level 4 Human Ranger, Masterwork +1 Handaxe

The Vizier's Favor
Item: Amulet of Tears 2,300 gold
Effect: has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you activate the amulet grants you temporary hit points, as described below. These hit points last for up to 10 minutes; they don't stack with any other temporary hit points.

1 charge: 12 temporary hit points.
2 charges: 18 temporary hit points.
3 charges: 24 temporary hit points

The Roc's Talon
Item: Keen Enchantment to Masterwork Dagger Armament 2,000 gold
Effect: This enchantment doubles the threat range of a piercing or slashing weapon.

The Blade of Forty Thieves
Item: Human-Bane Masterwork Dagger 2000gp enchantment + 300gp masterwork quality + 2 gp dagger = 2,302 gold
Effect: +2 attack roll enhancement bonus vs Humanoid (Human) targets, deals extra +2d6 damage to Human targets

Masterwork Thieves' Tools 100gp
Effect: +2 circumstance bonus on Disable Device and Open Lock checks

2 bottles of Shadow Essence Poison 500gp
Fortitude Save DC: 14
Initial: 1 Strength Drain; Secondary: 2d6 Strength Damage



Player Notes:
Assassin is a figure shrouded in mystery. Her legacy is not about her own deeds, but about how she told extravagant tales about the deeds of other Heroic Spirits. She gained power and influence through her ability to enchant and beguile. Legends state that she could keep spectators and targets hanging on every word.

Assassin is an entertainer at heart, always looking for a good story to regale to her fellow Heroic Spirits. She had a decent education for the time period she was from, and learned how to recite exciting stories, how to use her body to seduce powerful people, and how to read her audience. She subtly manipulates her audience into giving her all of the power, letting them walk into her trap. She truly wishes to be desired for her many talents, and uses every advantage she has to nudge the Holy Grail War drama into a better story.

Her wish from the Grail is to be able to live on, collecting stories this new modern world will provide her. She doesn't necessarily want to be the hero of them, however. She truly just wants to find other deeds of heroism, bravery and adventure; and make them immortal with her words.

Fighting Style:
Assassin doesn't go in guns blazing. No, she prefers to carefully watch from the shadows. She tries to sense her target's personality by their words and actions, and plans on ways she can manipulate them. Because she wants to survive long after the Grail War is finished, Assassin is patient enough to stay hidden and out of the fighting until the opportune moment.

Assassin is willing to take on many roles. She will watch from the shadows and strike at an opportune moment, like a Dark Horse. She will beguile and seduce a target as a distraction, or to "write them out" of her story as a Femme Fatale. But she is normally more concerned with finding various "plot threads"--places, people and objects that will lead to other stories. She often spends her time surveying the other Masters and Servants, and all those who know of the Holy Grail War within the designated Grail War Battleground.

Noble Phantasms and Servant Skills
Assassin is always looking for ways to improve the stories around her--they need to be more exciting in order to captivate her audiences. Though she is absolutely willing to use her Presence Concealment Servant skill in order to watch how the drama surrounding the Grail War will play out.

Another Skill Assassin likes to employ is her Shadows of History skill (Shadowdancer Hide in Plain Sight skill). Because she was never the star in her own stories, she is attuned to the shadows of the world, letting the light shine more on the Characters who move the story along. Assassin is a secondary character, and would prefer to remain alive and out of the way until she can step out at the right moment to take over the story.

Assassin's mind is filled with tales of adventurers, exotic lands, miraculous artifacts, and fearsome beasts. She is a gifted storyteller and has an eye for ways to make the story more exciting. This even affects how she fights with the Masters and Servants, the Adventurer's Instincts (Mobility and Combat Reflexes feats). She can find ways to make her skills with a blade even more dangerous.

Assassin was known for her ability to craft the stories of ancient heroes into immortal legacies. As such, three of the greatest heroes from her stories owe her for making them Heroic Spirits posthumously. As a boon, Assassin was summoned with a set of three precious stones embedded in her right hand, the Storyteller's Aides (Bracelet of Friends). With it, Assassin is able to summon each of the three Heroic Spirits who owe her their allegiance. This isn't a perfect summon, so the powers her Storyteller's Aides is able to bestow her allies is weaker, and they can only last for 3 hours in the material world.

Assassin was granted with another boon by one of her legendary paramours, her husband--a king of ancient lands who helped inspire her most famous legacy. Because she was able to seduce and manipulate him into loving her, Assassin was granted the titles and privileges of becoming a legendary queen. (Although, because of her mercurial nature, Assassin did abandon her position to seek out even more stories; but not before stealing away a powerful amulet given to her by her father. Known as the Vizier's Favor (Amulet of Tears), this amulet is able to keep Assassin temporarily healed despite the adventures she would pursue.

And lastly, Assassin is able to defend herself with two dangerous Armaments, the Blade of Forty Thieves (Human Bane dagger) and The Roc's Talon (Keen Dagger). The Blade of Forty Thieves is a jeweled, curved dagger that comes from an infamous guild of ancient world thieves that sought out the world's treasures, assassinating the men who guarded them. The Roc's Talon on the other hand is a sharp steel blade that looks like a giant bird's talon. This blade is incredibly sharp, for it comes from a legendary gigantic bird from many of Assassin's tales.

Scheherazade, the Storyteller Queen (http://en.wikipedia.org/wiki/Scheherazade) (Original Character)
http://en.wikipedia.org/wiki/Scheherazade#/media/File:Scheherazade.tif

AbridgingCritic
2015-08-24, 01:46 AM
[Edits 8/24/15]
Archer--The Terracotta Emperor:
I noticed that Archer's feats weren't in a proper, understandable order. So I switched some things around. No real edits.

Lancer--Strange Tail Girl:
I added a section about customizing certain feats and abilities of hers. If you feel her having a weapon-like tail isn't as useful and would rather her have other Draconic abilities and features, check her section on her special abilities.


Notes on Customization
I hope you're all enjoying these characters I brought to life using my Holy Grail War system. Feel free to use them as NPC Servants in your own games.

That being said, please feel free to make any personal edits you (and/or your DM) feel fit better with the character of a Servant. If a set of feats or skill point allotment don't sit well with you, just remake them! I'd recommend using my characters as a template or reference though, I do a lot of research about the historical figures and the Fate/Holy Grail War universe rules when building these characters.

You are all more than welcome to:

Re-roll a character's attribute dice
Change the character's class levels/Give them different classes
Rearrange skill points
Select new and different feats--adjust them to your fighting/playing style
Use the character's estimated Noble Phantasm budget for unique magic items, Armaments, and such


All I ask is that you at least credit me and this forum, or respect the decisions I made originally. Thanks, and happy gaming!
--AC306

AbridgingCritic
2016-02-08, 10:40 PM
Lancer -- Disgraced Beast Slayer


Classes: Fighter 6/Sword of Righteousness 1
ECL: 7


Race/Templates: Human/Servant
Size: Medium


Alignment: Chaotic Good
Gender: Male


Religion/Patron Deity: Olympic Pantheon





ABILITY SCORES:



Ability Score
Bonus


Strength
16
+3


Dexterity
13
+1


Constitution
14
+2


Intelligence
10
+0


Wisdom
15
+2


Charisma
12
+1



Total Hit Points: 62 [6(1d10+2), 1(1d8+2), ]

Special Defenses: Spell Resistance: 19; immune to Blinding and Dazzling effects

COMBAT OPTIONS: Base Attack Bonus: (+6/+1,+1) +7/+2
Weapon 1: Chimera Slayer (Glaive) Attack Bonus: +11/+6
Damage: 1d10+3 Critical: 19-20/X3

Range Increment: 10' Type: Slashing
Notes: Masterwork +1, Bane (Magical Beast), Wounding (-1 Con), Keen


Weapon 2: Unarmed Strike Attack Bonus: +10/+5 Damage: 1d6+3 Critical: X2
Range Increment: 5' Type: Bludgeoning Notes/Ammunition: Improved Unarmed Strike

Speed: 50' Initiative +1 Grapple Modifier: +10 (+7 +3, +0)

SAVING THROWS:
Fortitude (CON): +9 (+5, +2; +2 Con)
Reflex (DEX): +3 (+2, 0; +1 Dex)
Will (WIS): +6 (+2, +2; +2 Wis)

ARMOR CLASS
Total AC: 13 = 10 + 2 + (Shield 0) + 1 Dex + 0 + Misc. 0
Touch AC: 11 Flat-footed AC: 12
Armor Worn Leather, Light Max Dex: 6 AC Penalty: 0; 15 lb
If move 40'+ in one round, +2 to AC until next turn


RACIAL TRAITS/CLASS FEATURES:
Human Bonus Feat + Skill Points
Weapons and Armor: Fighter Weapons + Armor
Murky-eyed Flaw: In combat, every time you attack an opponent with concealment, roll miss chance twice.
If either or both results indicate a miss, attack fails.
LANCER TRAITS: Speed Increase +20', Spell Resistance: 10+2+ECL (7)= 19;
Battle Continuation (Endurance + 4 hour rest)
SERVANT TRAITS: can treat as Native Outsider, Spirit Form, +5 sense Servants, True Name Discernment,
Counter Hero/Anti-Hero

FEATS:
Power Attack
Servant of the Heavens (Human): 1/day, when doing act of good gain +1 luck bonus on next roll or save
from patron deities
Sacred Vow (Human): +2 perfection bonus on Diplomacy Checks
Spear of Doom (Fighter): can use ready action to set spear against oncoming charge, gain +4 to hit and
deal double damage

If ready action against target entering threatened square that isn't charging, gain +4 to hit but no double damage

Expeditious Dodge (Fighter): if move at least 40' in a round, gain +2 bonus to Armor Class until next turn
Subduing Strike (Fighter): Can deal nonlethal damage with any melee weapon (but not ranged weapons)
with no penalty
Power Lunge (Fighter): on successful attack roll verses an oncoming charge, can deal double normal
Strength modifier on damage; provokes Attack of Opportunity from charger
Improved Unarmed Strike : can deal lethal damage with fists
Gift of Discernment: as free action, can determine if next action performed will adversely affect alignment
and standing with deity
Endurance* (Battle Continuation Skill)

LANGUAGES: Common (English), Greek
POSSESSIONS: Chimera Slayer Glaive 10 lb., Light Leather Armor 15 lb., Battle Bridle, Goggles of the Golden Sun, Life Ring

SKILLS:
Skill Point Total: (18, 5, +9 human) = 32
Balance +1, Bluff +1, Climb +6, Concentration +2, Craft +0, Diplomacy +3, Disguise +1, Escape Artist +1,
Gather Information +1, Handle Animal +6, Heal +3, Hide +1, Intimidate +2, Jump +7,
Knowledge (Religion) +1, Knowledge (Dungeoneering) +1, Listen +3, Move Silently +1,
Ride +7 (includes +5 with Battle Bridle), Search +0, Sense Motive +2, Spot +2,
Tumble +2, Use Rope +1

MAGIC ITEMS/NOBLE PHANTASMS (Ancient Greek est. 425 BCE, 24d4 )
Estimated Maximum Budget: 32,600g Remaining = 7,200g
Chimera Slayer: Enchanted Masterwork Glaive
Item: Masterwork +1 Glaive, Enchanted 12,000g
Effect: Bane (Magical Beasts) (+2 to hit, +2d6 damage), Wounding (-1 Con to target on hit), Keen
Bridle of Athena:
Item: Battle Bridle 9,000g
Effects: Gives +5 bonus on Ride Checks, gain Mounted Combat feat
Olympian Punishment
Item: Goggles of the Golden Sun 4,000g
Effect: Immune to Blindness and Dazzling Effects/ can burn a prepared spell slot of 3rd level or higher to spontaneously cast Fireball (not used by Lancer)
Pegasus' Last Gift
Item: Life Ring 400g
Effect: Once active, a life ring grants a feather fall effect to next four creatures who touch it within 10 rounds. The duration of each subject's feather fall benefit is equal to the number of rounds remaining in the item's duration when that creature touches the life ring. At the end of this duration, the broken life ring becomes inert and useless.



Player Notes:
Lancer has paid for his sins. He has known glory and happiness, and it was because of his hubris that it was all taken from him. This Lancer is more of a mentor to glory-seeking Masters, for he wants the new generation of Heroes to understand how far they can fall. He can reminisce about his days slaying great beasts upon a powerful steed of legend, and behind his bandaged eyes there remains a spark of the adventurous Hero he once was.

Lancer is concerned with being reunited with the ancient steed Pegasus, a friend he went on many adventures with because the gods had found him worthy. But because of his legendary pride, he and Pegasus encroached on the territory of the gods and were punished for it. He remembers his life after his fall, stumbling around with scorched hands and missing the sensation of feathery wings and a powerful heartbeat. He wants to obtain the Holy Grail so he can be worthy of riding the magnificent steed Pegasus.


If Lancer has to fight Rider (Medusa), and she makes use of her Bellerophon: Bridle of Chivalry Noble Phantasm, Lancer will immediately recognize the summoning of Pegasus. The Dungeon Master here can really stir stuff up, because Lancer also has an Athena's Bridle and capture Pegasus for himself. Since Lancer has a greater connection to Pegasus, once Lancer sees Medusa's Noble Phantasm in action he might make it his mission to free Pegasus from her control and/or obtain Pegasus for himself. (This will probably screw up his motivation to continue in the Grail War though...)

Another important aspect of Lancer is his need for atonement. Yes, he did disobey his gods and was cursed to wander with his eyes and mind scarred forever. But what he truly wishes to atone for is Pegasus. During the Age of the Gods, Lancer's faithful companion Pegasus was taken from him, enslaved to divine abuse carrying Zeus' personal artillery. And so his most faithful friend was lost to the Divine Beings of his land, and the two of them were apart. But now Lancer has the chance to apologize for his actions to Pegasus. With the power of the Grail, he hopes to be reunited with his feathered companion and seek his forgiveness. This is Lancer's true goal in the Holy Grail War. And if he believes his Master can help him attain that sense of peace, he will defend them against Hades itself. Yet, because he does not wish to fail again, he will abandon Masters whose goals will taint him unworthy of riding the ancient steed.

Fighting Style:
Lancer trained himself to fight against angry monsters and beasts of legend. He is especially deadly when defending or perpetrating a charge attack with his lead-tipped glaive. He is agile and hardy, and because of his Lancer Class speed he is much harder to kill as a moving target.

With Lancer's high Spell Resistance, he is especially dangerous for the other Masters and Caster Servant of the Holy Grail War. His devotion to his pantheon of gods and willingness to seek redemption make him a foe with divine protection on his side. Masters and the Caster do well to flee, for even their Familiars cannot save them.

Another aspect of Lancer's fighting style is his ability to turn a bloodthirsty, reckless assailant into a bleeding mess on the ground. If an enemy big or small were to confront Lancer, they would find the leaden blade of Chimera Slayer waiting for them. Lancer has done battle with beasts of epic size and strength, and so he is more than prepared to stop another Servant in their tracks with a simple slash of his blade. Against rampaging enemies attempting to mow him down, Lancer is incredibly calm and collected as he utilizes his Charge Confrontation skills (Spear of Doom and Power Lunge feats). In fact, he prefers to goad his opponents into confronting him--even if they are careful, once they enter the range of his glaive they are instantly confronted by his blade.

And yet, with all his skill and finesse, Lancer will not harm those who mean no real harm. He preyed upon the powerful and destructive, and protected those who could not protect themselves. In fact, Lancer prefers to be bound to a Master who wants great power and wants to use it well. Lancer can use his advanced knowledge of battle and warfare to train modern Heroes and Masters to prepare for the Grail War. In his capable hands, Chimera Slayer's infamous blade could leave only minor scratches and bumps as he spars his pupils. But he is always able to deal real damage should a pupil attempt a dirty trick. He does not like bloodshed among mortals, but will punish those who deserve it even if their crimes on the battlefield are minor and unguided. Lancer can engage his enemies, but subduing those who lack real methods to cause pain and suffering is more rewarding to him. (Subduing Strike and Improved Unarmed Strike)

Noble Phantasms and Servant Skills
As a Lancer, Battle Continuation and increased speed are key Servant Skills for this particular Hero. And because of the incredible speeds Lancer can reach compared to other Heroes and creatures, Lancer's Faster than the Eye Skill (Expeditious Dodge feat) make him a blur of lead-tipped fury. And with his extensive know-how to keep monsters twice his size out of reach, Lancer can run circles around his enemies.

Lancer's Chimera Slayer might seem disadvantageous against other Servants, what with it being thirsty more for the blood of Monsters (Magical Beasts) than mortals. But because it has taken in the blood of many villainous beasts, Chimera Slayer is incredibly agile in finding places to let blood seep out from its enemies. And with Lancer's high Spell Resistance, he is well built to defeat the more-arcane Masters or the Caster Servant. He can especially defeat their Familiars and Constructs with ease, as Chimera Slayer rejoices in battling monsters once again.

Lancer was cursed by the gods for his hubris, and so was left unable to witness their divine beauty. Even Pegasus' divinity will be dull in his eyes. That special skill of Lancer's, Olympian Punishment (Goggles of the Golden Sun) have left Lancer with strong sight against flashy, powerful lights and blinding abilities his flashier foes might use. At the same time, Lancer suffers against those he cannot see, for his eyes were damaged in his great fall (Murky-eyed Flaw).

And lastly, Lancer holds something very dear to his heart. A gift from his faithful companion. The last thing he has to remember the glory of riding Pegasus. A talisman made from a single scorched feather of the valiant steed. Pegasus' Last Gift (Life Ring). To prevent him and his allies from suffering the same Fall he did, Lancer will sacrifice this valuable token to save them from unimaginable heights.

Continuing with Lancer's unique Servant Skills, even considering his independent and weathered nature, he wishes to remain a real Hero. Lancer has an innate sense of what is right and wrong, and his efforts to remain a true Hero were rewarded. His inner goodness and sense of justice has allowed him to affect those around him with just a few words. He gains strength through fighting villains and monsters terrorizing the weak and defenseless, and is rewarded by his gods for it. (Sacred Vow and Servant of the Heavens).

Bellerophon, Worthy of Pegasus (https://en.wikipedia.org/wiki/Bellerophon)(Original Character)
http://lore.heroesofnewerth.com/wp-content/uploads/2014/03/Pegasus-Wallpaper.jpg