Kobold

Chuluun's page

116 posts. Alias of DarkOne the Drow.


About Chuluun

Chuluun

Gestalt character
Levels: Druid (Menhir Savant) 4 / Rogue (Cat Burglar) 4

Race: Ferrin
Alignment: Neutral

Fame/Infamy: Famed

Statistics:
Ability Scores
STR 10 (+0) = 10 (0 points)
DEX 14 (+2) = 14 (5 points)
CON 16 (+3) = 12 (2 points) + 4 (Ferrin)
INT 16 (+3) = 14 (5 points) + 2 (Ferrin)
WIS 18 (+4) = 17 (13 points) + 1 (lvl:4)
CHA 8 (-1) = 10 (0 points) - 2 (Ferrin)

Speed: 30' (20' + 10' boots), Climb 20' (never altered by armour or encumbrance)
Vision: 60' Darkvision

Deity: Liluri
Association/tribe: None
Languages: Common(r), Druidic(f), Ferrin(r), Sylvan(a), Undercommon(a), Terran(a)

Favoured class: Druid

Skills:
*+Acrobatics 9 (2+4+3)
+Appraise 4 (3+1+0) [+2 nonmagical]
*+Bluff 3 (-1+1+3)
*+Climb 12 (0+1+3+8)
*+Craft (Weapon) 7 (+3+1+3)
*+Diplomacy -1 (-1+0)
*Disable Device 11 (2+4+3+2) [+2.0 vs traps]
*+Escape Artist 8 (2+3+3)
*+Fly 6 (2+1+3)
*Handle Animal 3 (-1+1+3)
*+Heal 8 (4+1+3)
*Knowledge (Dungeoneering) 7 (3+1+3)
*Knowledge (Engineering) 9 (3+1+3+2)
*Knowledge (Geography) 7 (3+1+3)
*Knowledge (Local) 7 (3+1+3)
*Knowledge (Nature) 8 (3+2+3)
*+Perception 11 (4+4+3) [+2.0 vs traps]
*+Ride 6 (2+1+3)
*+Sense Motive 9 (4+2+3)
*Sleight of Hand 6 (2+1+3)
*Spellcraft 10 (3+4+3)
*+Stealth 9 (2+4+3)
*+Survival 10 (4+3+3)
*+Swim 4 (0+1+3)
* = class skill
+ = untrained

Skill ranks per level: 8 + Int

Special qualities and feats:
Racial abilities
  • Ability Scores: +4 Con, +2 Int, -2 Cha
  • Appraisal: +2 on Appraisal checks on nonmagical goods containing gem and precious metals
  • Climb: speed 20', and +8 on Climb checks
  • Earth Singer: caster level: +1; only for descriptor (earth), domain (earth), bloodline(earth), revelations (stone mystery)
  • Ferrin Immunities: Immune to paralysis, phantasms and poisons. +2 bonus on saves vs spells and spell like abilities
  • Forged Hide: Swift action; gain DR 5/-; duration: CL, may be non-consecutive; uses: per day, 3 + Con
  • Master Tinker: +2 on Disable Device, and +2 on Knowledge (engineering). Proficient on any weapon they craft.
  • Natural armour: +2

Class abilities

  • Acrobat talent (nimble climber): failed Climb check: >= 5; roll 2nd Climb check for surface: success stops fall with no damage
  • Armour Profeciency: light, medium, shield; no metal (druid restriction - loose powers for 24 hours)
  • Careful Disarm (ex): Spring trap only with 10 or more on Disable Device check. If triggered, add 2x Trap Sense bonus to Reflex save
  • Expert Acrobat (ex): light armour - no armour check penalties for Acrobatics, Climb, Sleight of Hand, and Stealth skills. no armour - +2 on Acrobatics and Fly skills.
  • Evasion (ex): Successive Reflex save is no damage. Must be mobile, and light armour max.
  • Nature bond: Animal Companion (see below)
  • Orisons: re-usable level 0 spells
  • Place Magic (su): caster level: +1; duration: 1 round; uses: per day, 3+ Wis
  • Resist Nature's Lure (ex): +4 on savs vs fey spell-like and supernatural abilities. Also applies against plant targets: blight, entangle, spike growth and warp wood
  • Rogue talent (trap spotter): come within 10' of a trap, receives immediate secret Perception check for trap
  • Rogue talent (quick disable): diasrm a trap in half the time using Disable Device, minimum of 1 round
  • Spirit Sense (sp): detect presence of undead, fey, outsiders, astral, ethereal and incorporeal creatures (see Detect Undead, but for all at once)
  • Trapfinding: add 1/2 rogue level to Perception, also to[spoiler=Notes][list]
  • Descendent of 1st Legion force.
  • Next feat to be taken is Natural Spell
  • Animus is the group's backer, providing equipment, assistants, etc
  • Adventure starts at Scion.
  • Assistant: Jael, female warden ranger (UC 68) seer oracle (UM 59) liganin
  • Unusual magical tree between smithy and tavern. Magical auras of abjuration, necromancy and transmutation
Disable Device. Also use Disable Device to disarm magic traps.
  • Trap sense (ex): +1 on Reflex save vs avoiding trap; +1 dodge bonus to AC vs traps attacks
  • Wild Shape (su): small/Medium animals (beast shape 1); duration: 1 hour per druid level, or willing change back; uses: per day, 1; standard action no PAO; familiar forms (hawk/eagle, wolf)
  • Weapon Proficiency: all simple weapons, hand crossbow, natural attacks, rapier, sap, scimitar, scythe, shortbow, short sword[/list]

    Feats

    • Combat Casting: +4 on Concentration while casting on defense
    • Spell Penetration: +2 on caster level checks

    Traits

    • Focused Mind: +2 bonus on concentration checks
    • Reactionary: +2 on Initiative checks
    [/spoiler]

    Defenses:
    HP: 35
    AC: 17 (10+3+0+2+2)
    FF: 15
    Touch: 12
    Initiative: +4
    CMD: 15

    Saves
    Fort: +7 = 4(base) + 3(Con)
    Ref: +6 = 4(base) + 2(Dex)
    Will: +8 = 4(base) + 4(Wis)

    Special
    Forge Hide: 4 non-consecutive rounds per use, 6 uses per day. (See racial ability)

    Offense:
    BAB: +3
    CMB: +3

    Claws: +3; 1d4; x2; 5'
    Sickle: +3; 1d6; x2; 5'; special: trip attacks (drop option)
    Scythe: +3; 2d4; x4; 5'; special: trip attacks (drop option); dmg: +1d8 sonic
    Crossbow, light: +3; 1d8; 19-20/x2; range 80'

    Equipment:
    Encumbrance
    Light: 33 (38)
    Medium: 66 (76)
    Heavy/Overhead: 100 (115)
    Max lift: 200 (230)
    Push/Pull: 500 (575)

    Weight calculations done in spreadsheet

    Body
    Outfit: Traveller's Outfit
    Armour: Druk Studded Leather Armour, masterwork
    Back: Backpack, Masterwork; cap: 1 c.ft, 60 lbs
    Back: Efficient Quiver
    Hands: Sovereign Dragon Bone Scythe
    Feet: Boots of Striding and Springing
    Neck: Medallion of Liluri

    Outfit
    1 Pouch (Belt)
    1 Spell Component Pouch
    1 Mirror (Small/Steel)
    1 Case, map or scroll
    2 Potion, Cure Light Wounds 5th

    Case
    2 Scroll, Cure Light Wounds 5th
    2 Scroll, Barkskin 3rd
    1 Scroll, Spider Climb 3rd
    1 Scroll, Burning Gaze 3rd

    Backpack
    2 Sunrod
    1 Bedroll
    2 Waterskin (Filled)
    2 Rations (Trail/Per Day)
    1 Thieves' tools, masterwork
    1 Caltrops

    Pouch
    1 Compass
    0 Coin (Copper Piece)
    11 Coin (Silver Piece)
    12 Coin (Gold Piece)
    15 Coin (Platinum Piece)

    Total weight carried: 63.4 lbs
    Current load: Medium

    Efficient Quiver: content weight not applicable
    1 Crossbow, light
    60 Bolts, crossbow

    Self-propelled devices
    1 Clockwork Spy; 40 lbs; walk: 30', fly: 30' clumsy (Beastery 3)

    Storage (camp, room, wagon, etc)
    Wagon: 1 Chest, large
    Wagon: 1 Balancing pole

    Sack
    150 Coin (Platinum Piece)

    Chest with superior lock
    1 Explorer's Outfit
    1 Crowbar
    1 Sack
    20 Piton
    1 Pouch, belt
    1 Sickle
    1 Flint and Steel
    1 Sewing Needle
    10 Fishhook

    Special items

    • Druk Studded Leather armour: +3 bonus; those who grapple, uses unarmed strikes or naturals weapons against armor made of this hide take 2d6 bleed damage
    • Sovereign Dragon Bone Scythe: +1d6 sonic damage
    • Efficient quiver: 60 arrow shape and sized items; 18 javelin shape and size items; 6 bow, staff and spear like items; no weight change
    • Boots of Striding and Springing: +10' feet to land speed; jump: +5 Acrobatic

    Notes

    • Explorer's outfit used when not wearing armour, else wears traveller's outfit.

    Group equipment
    1 Wagon, medium; 400 lbs; cap: 2000 lbs
    2 Bergsra; wagon pulling beasts

    Wagon
    2 Chest, large; cap: 6 c.ft
    4 Lock, superior
    10 Feed; 1 week for 2 Bergsra
    4 Rope, hemp
    3 Tents, large
    Chuluun's gear: 190.5 lbs

    Chest 1
    500 Coin (Gold Piece)

    Chest 2

    Wagon Total: 344 lbs

    Spells:
    Prepared spells

    Level 0 DC: 14 (unlimited uses per day)
    Detect Magic
    Stabilize
    Guidance
    Flare

    Level 1 DC: 15
    Cure Light Wounds x1
    Obscurring Mist x1
    Summon Nature's Ally I x1

    Level 2 DC: 16
    Barkskin x1
    Flaming Sphere x1
    Stone Call x1

    Known spells

    Level 0
    Create Water (Conjuration)
    Detect Magic (Divination)
    Detect Poison (Divination)
    Flare (Evocation)
    Guidance (Divination)
    Know Direction (Divination)
    Light (Evocation)Chuluun
    Mending (Transmutation)
    Purify Food and Drink (Transmutation)
    Read Magic (Divination)
    Resistance (Abjuration)
    Spark [APG]
    Stabilize (Conjuration)
    Virtue (Transmutation)

    Level 1
    Alter Winds [APG]
    Ant Haul [APG]
    Aspect of the Falcon [APG]
    Bristle [APG]
    Call Animal [APG]
    Calm Animals (Enchantment)
    Charm Animal (Enchantment)
    Cloak of Shade [APG]
    Cure Light Wounds (Conjuration)
    Decompose Corpse [UM]
    Detect Aberration [APG]
    Detect Animals or Plants (Divination)
    Detect Snares and Pits (Divination)
    Diagnose Disease [UM]
    Endure Elements (Abjuration)
    Entangle (Transmutation)
    Expeditious Excavation [APG]
    Faerie Fire (Evocation)
    Feather Step [APG]
    Flare Burst [APG]
    Frostbite [UM]
    Goodberry (Transmutation)
    Hide from Animals (Abjuration)
    Hydraulic Push [APG]
    Jump (Transmutation)
    Keen Sense [APG]
    Longstrider (Transmutation)
    Magic Fang (Transmutation)
    Magic Stone (Transmutation)
    Negate Aroma [APG]
    Obscuring Mist (Conjuration)
    Pass without Trace (Transmutation)
    Produce Flame (Evocation)
    Ray of Sickening [UM]
    Remove Sickness [UM]
    Restore Corpse [UM]
    Shillelagh (Transmutation)
    Speak with Animals (Divination)
    Stone Fist [APG]
    Summon Minor Ally [UM]
    Summon Nature's Ally I (Conjuration)
    Touch of the Sea [APG]

    Level 2
    Accelerate Poison [APG]
    Animal Messenger (Enchantment)
    Animal Trance (Enchantment)
    Aspect of the Bear [APG]
    Barkskin (Transmutation)
    Bear's Endurance (Transmutation)
    Bull's Strength (Transmutation)
    Burning Gaze [APG]
    Campfire Wall [APG]
    Cat's Grace (Transmutation)
    Chill Metal (Transmutation)
    Delay Poison (Conjuration)
    Eagle Eye [APG]
    Elemental Speech [APG]
    Feast of Ashes [APG]
    Fire Trap (Abjuration)
    Flame Blade (Evocation)Chuluun
    Flaming Sphere (Evocation)
    Fog Cloud (Conjuration)
    Frigid Touch [UM]
    Glide [APG]
    Gust of Wind (Evocation)
    Heat Metal (Transmutation)
    Hold Animal (Enchantment)
    Lockjaw [APG]
    Masterwork Transformation [UM]
    Natural Rhythm [APG]
    Owl's Wisdom (Transmutation)
    Pernicious Poison [UM]
    Pox Pustules [APG]
    Reduce Animal (Transmutation)
    Resist Energy (Abjuration)
    Restoration (Lesser) (Conjuration)
    Scent Trail [APG]
    Share Language [APG]
    Slipstream [APG]
    Soften Earth and Stone (Transmutation)
    Spider Climb (Transmutation)
    Stone Call [APG]
    Summon Nature's Ally II (Conjuration)
    Summon Swarm (Conjuration)
    Tar Ball [UM]
    Tree Shape (Transmutation)
    Unshakable Chill [UM]
    Warp Wood (Transmutation)
    Wartrain Mount [UM]
    Web Shelter [UM]
    Wood Shape (Transmutation)

    Description:
    Height: 6' 0"
    Weight: 230 lbs
    Gender: Male
    Eyes: Emerald
    Hair: None
    Skin: Shades of metallic blue and silver, patchy
    Dominant Hand: Right
    Age: 23

    Equipment will determine more detailed description, with and without gear.

    Personality
    Loner (keeps to himself), loyal (to those he has high esteem for), polite (showing proper respect where required), observant, inquisitive, thinks before action, determined, people avoidance (where possible), helpful (often quietly), team player (in supportive role - learnt as druid on restoration projects)

    Background:
    Chuluun was born in a small mining encampment on the northern mountain range of Animus to Chingis and Odval. Odval gave birth to five children with Chuluun being the second oldest. Orbai is his older sister, with sister Temulin being third, followed by brother Kasar and lastly youngest being brother Ambakhai. Apart from his immediate family, Chuluun still has a grandfather and great grandmother from his mother side, and grandmother from his father side.

    One day when he was seven years old, he and Kasar was playing outside the mining encampment on the steep mountain slopes. While playing a game of tag, they heard a large cracking sound followed by thunderous rumble and the mountain slope shacking slightly below their feet. The sounds came from the encapment direction and when they looked towards the encampment they saw huge dust cloud growing downwards of the mountain slope to the valley bottom. They ran back to the encampment and moved slowly forward as the dust disperse. To their horror, they saw the large section of the mountain slope with most of the encampment was gone in a massive rock slide. Seeing a partial damage building remaining they quickly made their way to the building to see who they could find. There they found their father sobbering believing he lost his entire family. Chingis was working in the mine with a few other miners, and luckily managed to escape a cave-in and could still get out.

    The survivers decided it was not safe to remain at the mine, and so collected all they could savage from the remaining building and miner gear they could transport. After a few days travel they arrived at the village Yisugh, where the miners tried to find employment. Chingis managed to speak to Sokhatai, who was in the village at the time of their arrival. She happened to be a very wealthy weapon and armour merchant, who employed many ferrins in her smithies, and iron ore mine. Chingis signed an employment contract to work as a miner. As part of the agreement they made, Sokhatai would help to educate Chuluun and Kasar as he had lost all in the rock slide. She also provided quarters in her smithy compound for them to live.

    Chuluun spent most of his free time roaming nearby outside the village, enjoying the outdoor mountanous beauty nature had to offer. Often the activities would including playing in the mountain streams, learning to catch fish with his claws, bouldering over the rock slopes, such as leaping, bouncing, climbing, moving on narrow ledges. Over time, his reflexes improved along with his acrobatic skills. Spending most of his youth in the outdoors in the nearby mountain forests, by streams, and climbing onto rock outcrops, he fell in love with nature, enjoying it's natural beauty and harmony. His family were not very religious, only celebrating the most important days within their quarters. With the influence of being much outdoors, he discovered the goddess of nature, Liluri. This often resulted in a few argumentive spats between his following of Liluri and traditional religion of the family.

    At times he would sneak into the mine to explore, when he got caught he often received a scolding from his father either in the mine or when his father got home for the day. He would also sneak into the smithies to snatch bits of iron to using in his climbing activities outside the village. Later he learnt how to pick locks, first on their quarters' door lock, then onto other doors in the compound. Though he never took anything from the miners or crafters as they were poor as his family.

    Even though his family was refugees, most of the villagers looked down upon them as if they were slaves. Even though his resentment to the wealthy grew, this did not stop Chuluun from helping them to pick up fallen items, grab a child out the way of galloping mounts. Yet as time passed he became more envious of the wealth.

    When Chuluun was fourteen years old, Sokhatai decide to train him as a weapon crafter as part of the agreement to educate them. He relunctantly agreed to the training. After a few months and many arguments with his father, Chingis and Sokhati finally gave in to allow him to find a career in the wilderness. With the Sokhatai contacts, they discovered that Casiloi, a menhir savant druid, from Nerin currently working in a valley of a nearby town Asan. As Sokhatai needed to take a shipment to and do business in Scion, she took Chuluun along with her as Asan was on her route to Scion. At Asan, they met Casiloi, who agreed to take Chuluun under her care for a month to assess him to see if he would be suitable to be a druid. After the month had gone by and Sokhatai passed by on her return trip, Casiloi informed her that she would take Chuluun as an apprentice to learn the druidic ways. After many years in the wilderness under the guidance of Casiloi, Chuluun returned to his family home as a fully fledge druid. After a month reunion with his father and brother, he left to continue with his druidic duties.

    While travelling, he saw how some of the wealthy were spending money on parties and lavished lifestyles. Most had little regard that their wealth accumulation resulted in unnecessary destruction of nature. This upset him very much, and one day he decided he would take some of the surplus wealth to fund nature restoration projects, and enjoy some comforts while travelling. As he travelled, he observed the wealthy and stole from those who did not pay much attention to protecting their wealth. He focussed on common items, small gems and money to steal, so the wealthy owner would not notice quickly that something was stolen. With time his burglary skills also improved, including disarming traps that he learn from other rogues he met on his travels.

    Adventure history:
    Experience: 9000 / 15000
    • 9000 xp: Adventure starts meeting the rulers of Animus in the grand council room in Scion of Animus.
    • The Watcher, ancient deity, appeared as many did not believe the bad action of the church.
    • Chuluun remains loyal to his deity Liluri, who he will follow her instruction and not of unknown deity.
    • Liluri privately appears before Chuluun, to answer his questions, and receive instruction to do the Watcher's quest.

    Notes:
    • Descendent of 1st Legion force.
    • Next feat to be taken is Natural Spell
    • Animus is the group's backer, providing equipment, assistants, etc
    • Adventure starts at Scion.
    • Assistant: Jael, female warden ranger (UC 68) seer oracle (UM 59) liganin
    • Unusual magical tree between smithy and tavern. Magical auras of abjuration, necromancy and transmutation

    Animal Companion:
    Erke

    Levels: Animal 4
    Experience: 9000 / 15000

    Race: Hawk
    Alignment: Neutral

    Statistics
    Ability Scores
    STR 14 (+2)
    DEX 17 (+3)
    CON 12 (+1)
    INT 2 (-4)
    WIS 14 (+2)
    CHA 6 (-2)

    Speed: 10', Fly 80' (avg)
    Vision: Low-vision

    Deity: None
    Association/tribe: Chuluun
    Languages: Hawk

    Skills
    Fly +8
    Perception 10

    Racial abilities
    Perception: +8

    Class abilities (from druid)
    Bonus tricks: 2
    Link: druid can handle animal companion as free action
    Share Spells: animal companion can be "you" target of spells
    Evasion: avoid area-effect attacks
    Ability Score: +1 to any

    Tricks
    Attack
    Attack II
    Defend
    Down
    Fetch
    Guard
    Heel
    Seek

    Feats
    Flyby Attack: Can make standard attack during move action, instead of before or after move action
    Weapon Finese: claws and bite, use Dex instead of Str for attack bonus
    Wingover: able to make 180 degree turns without Fly checks, nor consumes additional movement

    Defenses
    HP: 20
    AC: 16 (10+0+0+3+1+2); FF: 13; Touch: 13
    Initiative: +3
    Fort: +5, Ref: +7, Will: +3
    CMD: 17

    Offense
    BAB: +3
    CMB: +4

    Claws (2x): +6; 1d4+2; 20/x2; 0'
    Bite: +6; 1d4+2; 20/x2; 0'

    Description
    Gender: Male
    Eyes: Yellow
    Hair: None
    Skin: Feathers, white underside, brown top side
    Age: 2

    Notes

    • Possible future feat: Death from Above (UC)
    • Assistant:

    Rogue archetype: Cat Burglar:

    Archetype for Rogue class
    by DarkOne the Drow

    Besides being adept at trap removal and lock picking, they are also very skillful in infiltrating homes of the wealthy and forgotten tombs by using their acrobatic skills. They are skillful in locating and disarming vicious traps that normally protect the wealth. Cat burglars also use their acrobatic skills to leave unnoticed or escape when spotted.

    Expert Acrobat (Ex) (APG 132): At 1st level, an acrobat does not suffer any armour check penalties on Acrobatics, Climb Sleight of Hand , or Stealth skill checks while wearing light armour. When she is not wearing armour, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces Sneak Attack.

    Acrobatic Talents (Ex): As the cat burglar gains experience in acrobatic skills, she learns a number of acrobatic talents. Starting from 3rd level, every two level there after and 20th level, she gains an acrobatic talent from the provided list. She may not select an acrobatic talent more than once, unless the talent allows multiple selecting. Acrobatic talents are Expert Leaper (APG 130), Fast Stealth (CR 68), Ledge Walker (CR 68), Nimble Climber (APG 131), Peerless Maneuver (APG 131), Rogue Crawl (CR 68), Rope Master (UC 70), Stand Up (CR 68), and Wall Scramble (UC 70). This ability replaces Sneak Attack.

    Careful Disarm (Ex) (APG 132): At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap. This ability replaces Uncanny Dodge.

    Distraction (Ex) (APG 132): At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue's presence again, the ability has no effect. This ability replaces Improved Uncanny Dodge.

    Advance Acrobatic Talents (Ex): Starting from 11th level she can choose an advance acrobat talent instead of an acrobatic talent. Advance acrobat talents are Fast Tumble (APG 131), Hide in Plain Sight (UR 71), and Improved Evasion (CR 70). This ability replaces Sneak Attack.

    Rogue Talents: The following rogue talents complement the cat burglar archetype: Fast Picks (APG 130), Fast Getaway (APG 130), Getaway Artist (APG 130), Hold Breath (UC 69), Quick Disable (CR 68), Quick Trapsmith (APG 131), Strong Stroke (UC 70), and Trap Spotter (CR 69).

    Advance Talents: The following advance rogue talents complement the cat burglar archetype: Defensive Roll (CR 69), Getaway Master (UC 70), Skill Mastery (CR 70), and Thoughtful Reexamining (APG 132).