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drawesome1111's page

Goblin Squad Member. Pathfinder Society Member. 246 posts (971 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 10 aliases.

Full Name

Albert Philip Awesome PhD, PsyD, MD
















Middle of Nowhere



Strength 11
Dexterity 8
Constitution 14
Intelligence 16
Wisdom 16
Charisma 18

About drawesome1111

--Trust Me I'm a Doctor ;)--

If you have undead problems I feel bad for you son, I've got 99 problems, but a Lich ain't one!

Homebrewed Race: Shellfolk
+2Con,+2Wis,-2Dex(Shellfolk are wise from long life, and have natural protection,however their shells hinder movement.)
Swim: Shellfolk can also swim their movement speed.
Tribal Traits: When you choose shellfolk you immediately choose either Water tribe or Desert tribe. Water tribe shellfolk take no penalties from attacking in water. Desert shellfolk gain the shady shell ability which allows them to ignore endurance checks hot/dry climates.
Racial Skill Traits: +1 to Swim(water)/Survival(desert), and Knowledge(history) checks.
Natural Armor: +5 AC(shell benefit).
Armor and Weapon proficiency: Shellfolk are proficient in simple and martial weaponry. They are not proficient in any armor due to their distinct body type. They also have no shield proficiency.
Special Ability:
Hide in Shell- As a full round action Shellfolk may retract their body into their shell. This allows them to gain either +4 AC or DR/5 Bludgeoning. It also allows for 20% SR . When they use this ability they immediately fall prone, drop anything they were holding, and any item that isn't directly attached to their skin. While they are in this form they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell they must spend another full round action(this does not provoke AoO).
Languages: Shellfolk begin with Aquan or Terran(depending on tribe) and common. Shellfolk with a high Int may also choose Draconic as a learned language.

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