Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Round 2 Decr tries to understand the howling monkeys as best he can, then speaks to them in Primate. "We mean no harm to you, but will kill these. Will you help?" He figures getting a dangerous predator off their island may be incentive enough, so hopes he needn't say more. So maybe his last move was a climb down rather than move forward? He has a +10 Climb. On the ground, he moves toward one of the maw creatures and slams both arms down heavily, trying to smash it. Slam 1: 1d20 + 10 ⇒ (4) + 10 = 14
Slam 2: 1d20 + 10 ⇒ (8) + 10 = 18
Please Note:+2 to grapple checks while invoking this Ape totem aspect
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Decr' moves about uncomfortably at his new size. He moves towards the monkeys, invoking his primate nature. His arms grow in length and thickness, and his voice changes to almost match those he moves towards. He holds an arm out to halt any allied attack on the monkeys as he attempts to talk with them. "Please, we might not have to fight them." Moved + Totem Transformation + Speak with Primates. Wild Empathy with primates is full round action, so have to wait for next turn.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Good plan. Sorry if I slowed things down. Intelligence is Decr's low score. Decr reluctantly agrees with Tbbl'z latest plan, realizing it might not be best to start throwing people, especially with trees and rocks close to the landing point. Though he worries about leaving the two animals behind, he figures the two can defend themselves long enough for Eina to return to them.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Note: reducing me in size reduces my carrying capacity and weapon size, affecting who I can throw. So, can I be shrunk after I throw some people? Decr prepares to throw Ibrox's wolf and his Ape (ugh..large. Wish I had a figurine for the ape to reduce to), readying himself as well for any others that prefer this method of travel. With range increment penalties, it becomes +4 for the wolf and +2 for the Ape...if I can throw him, given his weight of between 350 and 400 pounds. Each thrown character counts as a thrown two handed weapon, thus takes a full turn, should action start.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Decr laughs uneasily. "I don't need a spell to throw someone. I can't promise a soft landing, though. It might help if we can shrink them somehow." With 21 Strength, I can lift up to 460 lbs over my head or 153 lbs as a light load. Rock throwing enables me to throw an object with 120 feet range increments (or up to 600 feet). I'd take odd-sized weapon penalties, but I do also have throw anything, so I wouldn't take penalties on an improvised weapon. It would mean a +6 overall to throw a medium sized object, plenty enough to target land. I could be wrong about how this affects creatures, though. There aren't any rules for or against it that I could find.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Decr had been unusually fidgety for a bit, finally bringing up an idea he had intentionally been holding back. "I could also...throw some across. It's not that far."
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 I'd prefer not leaving behind Oua, even if it means Decr has to swim across. Decr stands very still for a little while, his gaze slowly shifting to stare at Shield. "Shield, as your vessel is made of wood, do you float or sink? Could you carry the weight of Ibrox, myself, and our companions on the water if you were to float, or even swim?"
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 "If we get to the monkeys, I can convince them to leave us alone. Probably." Add me to the list that can't fly, unless I expend my wild shape for the day. Since Shield is made of wood, could non-flyers use him as a boat?
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Perception: 1d20 + 11 ⇒ (12) + 11 = 23 "Don't go too far. We don't want to lose track of you here." "It is a small lake. Perhaps we should go around?"
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Decr, who had been following silently up to this point, stops for a moment and tilts his head in an awkwardly curious angle. "What is football, Ibrox? I don't think I've heard you speak of it. Is it like rock ball?"
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 I apologize for my absence. I had a rough week.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Perception: 1d20 + 11 ⇒ (18) + 11 = 29 "They seem more concerned with fighting each-other. We might want to avoid the coast, though." Even so, Decr goes to collect his now non-magical (but still shiny and abnormally round) stones, just in case.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Decr approaches the two injured living allies and brings forth some of his power. "You should save those for a more immediate need. Here." He casts Cure Light Wounds on both Tbbl and Eina, easing a bit of their pain. CLW Tbbl: 1d8 + 4 ⇒ (5) + 4 = 9
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Round 5 Decr and his ape Oua again attack the Chull. Decr Slam: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Ouaora Bite: 1d20 + 9 ⇒ (5) + 9 = 14
Though Oua manages to somehow miss the squid-crab-thing entirely, Decr slams into the soft tissue of the creature.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Round 4 Seeing Tbbl free herself and the shell of the creature crack, Decr moves closer to it to better surround it, making some guttural noises as he does so to signal to Oua to attack as well. Decr
Ouaora
Just as Decr slams both of his heavy leathery fists down at the Chull's backside just as Oua moves to tear open it's side. Edit: Realized Oua does not get flanking.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Round 3 Seeing Tbbl scooped up in the gigantic crab's claw, Decr tries again to pierce the crabs shell with a magic stone and draw its attention away from the others. Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Round 2 Decr takes a look back Wolf with a worried expression. "Can you damage this shell? It is a big metal fish, so boil it or stun it?" He moves further away from the rest of the party, attempting to help surround the monster crab, then throws one of his magically shiny rocks to try to draw its attention. Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Oua meanwhile stays in position, ready to stop the crab should it make a move towards Wolf.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Decr hears the crab disrupting the sand dune and mumbles a few odd words, bringing light to a few of the stones he carries. At the same time he grunts in his own odd language, ordering Oua. Round 1 He is slow to react, however, and does not have much time to position himself to find an opening and toss one of the stones at the face of the crab as the others surround it. Attack: 1d20 + 11 ⇒ (4) + 11 = 15 He misses almost completely, his stone sliding harmlessly along the hard shell of the crab. Ouaora moves to put himself between Wolf and the crab, standing between them in a protective posture.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Sorry, forgot about Tbbl's question Decr laughs a deep, booming laugh, finding the question quite silly. "I might be able to stop them from eating us, but I don't know about making them friends. I've known Oua since he was little, so we get along okay, but I wasn't the best in my tribe at dealing with animals."
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 "Yes, this is my friend Ouaora - he chose his own name..." At the golem, Decr tries his best to explain more of when from and why he had been sent, including any words Wolf might have had for himself. Wolf:
He tells Wolf of the Sasquatch language, which includes different kinds of tapping of the surroundings. It's usually very difficult for those not trained to tell the difference between the language and the noises of nature.
He also tells him of the attack to come on Ember City, of the coming Ether Beasts, and of the need to find his future allies. He tells him as close as he was told as possible, but something seems to stab at his mind. "I don't know about time travel. I do not know if this will change where I go back to, but I hope it will."
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Decr nods and goes with Wolf reluctantly. Along the way he tosses a stone at a tree a ways off, and a large ape comes out to join him.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 @Ptolmaeus - No name for the golem? How about Woody? Or Trunks? Wait...are those taken?
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 "I'm sure Wolf knew what he was doing. He just told us to find him here and tell you to find us while he studies something. So, you don't know us yet." "We're supposed go stop an attack on a village by some ether beasts or something. Sorry, but I don't have the best memory. Though he's not the easiest to understand, Ibrox is better at this sort of thing."
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Decr steps out toward Nora and Wolf, his smile at Nora's joke showing his big teeth. Nora:
As she directs her powers at Decr, Nora picks up from last growls and thrown stone "... know us. Stay here."
After taking a few steps toward the small group, he directs his thoughts back at the Succubus. Hello, Nora. You look lovely, as always, but your first form is much better. Wolf sent me to speak to him; He said he'd be here about now. Looking over to Wolf, he bows his head slightly. "You won't know it yet, but you sent for me. Can we find a place to sit and talk?"
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
As the group passes beyond the trees, they begin to hear growls, and the knocking of wood as the forest seems to regain some of its life. At the very least, some beasts may have come out of hiding. Perception DC 16:
An unusually tall and hairy man(?) is making bestial sounds and throwing rocks at trees in a pitiful attempt to blend in with the seemingly non-existent wildlife. He appears to be unarmed, but is wearing armor made of some kind of dark woven tree bark that covers his chest, and, to some degree his arms and legs(though it is difficult to distinguish from the color of his long beard and fur). He wears a hat that shades his eyes from the sun and most of his face from view. Perception DC 25: Slightly deeper in the forest and performing a similar ritual is a large ape clad in armor as well, though not nearly as sophisticated as the man's. He appears to be making the sounds to communicate with the man, who seems almost small next to the to the ape. The man, however, is largely ignoring the ape, as his attention seems focused on the group ahead.
GM: So we will be playing our past selves after handing off info on how to find us?
Past Decr can be found heading towards the edge of a great forest, having recently encountered creatures that may be like those we are to warn Wolf and his crew about. He hasn't had much luck with the humans he has encountered, but is seeking help against such creatures. I'm ready to go whenever you want to put us in.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 I'm ready to go when the others are. Just let me know when/how you want me to jump in.
Sasquatch Druid (Ape Shaman) 4
Vital: HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft. Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10 Hello everyone! Glad to be a part of the game. I'm not entirely finished yet, but feel free to browse my character and let me know if there are any oils (potions) you think I should buy.
I'm still working on my submission, but I have a few updates: Stats after equipment and mythic tier are now |Str 22|Dex 26|Con 22|Int 12|Wis 16|Cha 14| HP is 191 (144 +32 belt +15 mythic)| Languages: Abyssal, Auran, Strix, Draconic, Common Feats:
Hover: can fly in place without making a Fly check and can produce a 30ft radius dust cloud; see The Sabosan Race below.
Flyby Attack: can take a standard action before and after moving while flying. Improved Natural Attack-Bite: increases damage by one step. Vital Strike: can roll damage twice before adding modifiers to a standard action attack. Wingover: can turn 180 degrees in the air without a fly check once a turn. Stealthy: +4 to Stealth and Escape Artist Improved Vital Strike: can roll damage thrice before adding modifiers to a standard action attack. Ability Focus-Fell Shriek: Increase DC of Fell Shriek by 2.
Equipment:
36,000gp: Ghost-touched Amulet of Mighty Fists +2
64,000gp: Belt of Physical Perfection +4 62,700gp: Bone Claw Earring*(Custom - on command, casts Strong Jaw (50,400), Lead Blades(6,400+3,200), and Enlarge Person (1800+900) 18,000gp: Ring of Protection +3 4,300gp unspent Please let me know if I messed up on anything.
1. How would you introduce yourself to the crew of the airship? Nearing twilight, as the crew docks the ship in a large cavern where their enemies won't find it, Nie'krok would slip down from the roof of the cave onto the ship, landing near someone important looking. He would smile widely, showing much-too-sharp fangs and say: "I've come to hunt you, but it's really not worth my time. Maybe we can be friends instead? 2. Why should the crew of the airship take you onboard and share their plunder with you? Nie'krok specializes in aerial hit-and-run combat, using negative energy to heal himself (and others, if they qualify), and debilitating opponents within a small area. While the other players need to provide for their cohorts and followers and might fight over things like magical weapons and armor, he doesn't have the same needs they do, so he won't compete for a large share or specific items. 3. What does your character want to get out of flying on the airship? Inwardly? Outwardly? Are they different? Nie'krok is haunted by the spirits of the dead that attach themselves to him and he tries to satisfy them as best he can (though he's not really sure what they want). This includes not only the spirits of his fallen Sabosan clan, but also the Strix that depended on him, and possibly even those he has killed, including the Syrinx and Dragons. He thinks that by becoming the ultimate hunter (a source of pride among many flying creatures) and by finding a new clan to join that he can end his curse. So far, the airship is the best chance he has do both.
Nie'krok is a Sabosan(CR 5) Oracle of Bone 7/Ranger 2. The story is completed; crunch to come. His stats after level adjustment are: |Str 18|Dex 21|Con 18|Int 12|Wis 16|Cha 14| HP: 10 + 8d10 + 7d8 + 64 ⇒ 10 + (6, 1, 3, 9, 4, 8, 2, 3) + (5, 3, 3, 8, 7, 4, 4) + 64 = 144 CR 9-14, Mythic Tiers 2-3:
The Underworld Cave:
Without the Syrinx and their slaves/allies, the Strix clan could not defend themselves against the more dangerous foes atop the mountains, so they sought a home nearer to the foot of the mountain. Nie'krok led the search for a large cave structure which the Strix could defend.
Goblin witch doctors covered the best they had found, so they eliminated the weaker race, taking a few slaves to be workers in their camp. After securing their new home, Nie'krok led a party to delve deeper into the caves and find what challenges they might face. His small party was not prepared for what was to come. Deep in the depths of the mountain a powerful creature heard the subsonic screams Nie'krok used to sense his environment. In a large cavern, an Underworld Dragon awoke and began its hunt. As the party rested in a high-ceiling cavern they had found, the Dragon burst forth , surprising them all. A few of the younger Strix died immediately, but Nie'krok and three others fought on. After a long battle, a blind, deafened, and injured Dragon faced off against the nearly dead Sabosan, but Nie'krok claimed victory with a triple flyby assault, catching the Underworld Dragon off guard and taking its life. End This Toil:
Nie'krok returned alone to a now much smaller and weaker tribe of the lesser Strix. As leader and now the clan's only remaining shaman, the demand for his abilities was constant. Instead of feeling, as he had before, empowered, he now felt the drag of being "needed" by everyone around him. Worst of all, he was no longer the hunter he had been, the thrill of battle all but lost to him.
After months of this seemingly endless workload, he was exhausted. He demanded that one of the Strix take his place, but most of those left were either aged, young, or mothers while others were either unwilling or unable to do so. Nie'krok no longer felt beholden to such a pitiful tribe. He struck unexpectedly, first at the few he knew might give him trouble. All resistance put up by these pitiful creatures was torn asunder by Nie'krok's might. At last they conceded and chose a new young leader, allowing Nie'krok's freedom at last. He willingly left the few survivors of the tribe to what he assumed as a dark fate. Feeling what he did not recognize as a new "gift" from the fallen spirits that clung to him, he seemed as if he was truly dead and a new darkness stole over him. A New Path:
As he ventured outward from the cave, Nie'krok headed towards the nearest human city that he remembered, in which a following of devils was the norm. He spent some time in the city, learning the ways of its people. He at first felt he must fit in to some extent, covering his face and ears in a mask and folding his wings over him like a cloak as he walked, but soon realized his form would be venerated, many believing him a devil come to the material plane.
Even among the humans, hunters were prized. Not only could Nie'krok enjoy the thrill of the hunt as never before, but as a bounty hunter, he believed he could find those that had killed his family. He was very successful, to the point where many among the hunters recognized his skill. No one among them really knew the Sabosan or even questioned why he chose such a profession. As luck would have it, those that had first attacked him were bounty hunters themselves and had also made quite a name for themselves. As such, they too had a large bounty on their heads, especially when all three could be brought in together. Nie'krok chose two fellow hunters who he felt he could trust and planned an attack on the three "heroes". Come The Spoils: To avenge his fallen family and to prevent them from gaining any more strength, Nie'krok planned an attack upon the humans that had brought so much death around him. As they ventured out to hunt a dragon, Nie'krok and his allies would ambush them among the swamps they traversed, where they could be easily disabled.
Nie'krok flew down near to the party, kicking up dust to blind them and tearing into the sorcerer whose image was burned into his mind. He released a loud screech upon the other two, his natural ability again deafening his foes. At this time, his allies attacked, cutting at the back of the warrior. Soon, the two were down and the unknown third was all that remained. The powerful druid transformed into a mighty bear and called other, lesser beasts to help him. He took down the two other hunters, but not before being weakened to the point that Nie'krok easily defeated him. His flesh trembled as he felt some relief among the spirits that clung to him and he was bestowed yet another gift. His mission complete, Nie'krok wondered if there was something more he should be doing. He was having trouble finding a new Sabosan clan to belong to. He continued his work without much drive until he came across a very interesting request. Sky Pirates? Now that sounds like fun. he thought, as he took the request. Sure, he could hunt the pirates for some minor reward, but to hunt new unimaginable prey and reap his own rewards with complete freedom sounded like a much better life than his current one. He wondered if he would be able to convince these pirates to let him join them and take on the hunt anew. He felt confident that he would be better suited to and have more experience with aerial battle than others they might come across.
Hey, this is Kios. I have the general story completed up to CR 8 or 9 / Mythic 1. Base Stats = |Str 17|Dex 20|Con 16|Int 12|Wis 16|Cha 14| The Fallen Clan:
Nie'krok was a hunter among his people. Using the twilight hours and natural abilities to their advantage against lesser humanoids such as the Strix, eventually they became too successful, gaining a high bounty and coming to the attention of powerful adventurers.
The humans struck quickly: a human whirlwind cut a swath through those sleeping near to the ground with a giant blade while another threw balls of fire into the air. A huge chunk of rock hit Nie'krok from behind as he began to take flight and he fell to the ground unconscious. By the time Nie'krok awoke, the adventurers had left. He searched for another living Sabosan, but found all of his family and allies dead. As he buried his clan members, their souls bound to his body, granting him powers he could use to avenge them. Nie'krok journeyed out into the wilds, using his new abilities to thrive in the prey-filled mountains. Soon, however, he found that he could not survive alone against even small tribes of some creatures; his greatest hunting asset was also a weakness, attracting draconic foes all too easily. Among the Strix:
It wasn't long before the hunter became the hunted. A very young red dragon caught sight of Nie'krok's flight and gave chase. A frightened Nie'krok flew away as best he could, but soon knew he would be eaten. Fate had something else in mind.
A Strix hunting party darted from the nearby rocks, attacking the dragon. Nie'krok, knowing they were his only hope of survival, turned back and fought beside them against the dragon. Bone pressed outward from his skull, chest, and back, creating a crude armor. Nie'krok sent out a horrifying shriek, deafening the monster before swooping in and tearing into it with his claws. The Strix surrounded the dragon, using their own airborne tactics. Soon, the dragon was vanquished, but not before tearing down some of the Strix. For his strength and unique abilities, Nie'krok was welcomed among the Strix, sharing in their great bounty and the hunts to come. He noticed early that the Strix rarely received much for their work, as they were ruled over by their vicious Syrinx overlords who demanded much of them, but rarely shared in the hunt. When finally coming to meet Nie'krok directly, the Syrinx immediately noticed the "taint" of his tribe's spirits haunting him. They allowed him to stay among "their" Strix, but warned the Strix to keep their distance from him. Hunting the Syrinx:
Though the Strix soon noticed his powers as well, they valued the abilities of the spirits that Nie'krok carried with him. He was stronger than almost all among their tribe and led many of their hunting parties. He also hated the Syrinx, much as they had for some time.
Since he had joined the Strix, a rebel faction had begun grow within the tribe, encompassing most of their members. Nie'krok was chosen by a Strix strategist to lead an initial attack force, serving as a distraction to lead the Syrinx to their doom. Nie'krok's initial attack went better than expected as he created a small dust storm to distract the "owls". His piercing scream created a fear within them and they fled to band together. The Syrinx fell straight into the trap, facing many Strix until the battle came to a close. At the end, the Strix watched as Nie'krok challenged the Syrinx leader to single combat and tore him apart. Finally, the Strix were free. Nie'krok did not find himself satisfied, however. What would it take to avenge my tribe, and what would it serve? What is expected of me now, he wondered. The Sabosan Race: A Sabosan is a CR 5 Medium Monstrous Humanoid with 7 d10 HD.
Sabosans get +6 Str, +8 Dex, +4 Con, -2 Int, and +2 Wis. They have a land speed of 30 feet and a fly speed of 40 feet with good maneuverability. A Sabosan gains +4 natural armor. They can see as well in during the day as a human, plus gain blindsense 60 ft, darkvision 60 ft, and scent. A Sabosan gains Hover as a bonus feet and can create a dust cloud with a 30 foot radius even though it is not large. As a standard action, a Sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful DC(10 +1/2 HD +Con mod) Fortitude save or be deafened for 1 minute. Sabosan are immune to this ability. A Sabosan has two claws (1d6 plus grab) and one bite (1d6 plus bleed 1d4). These are primary natural attacks. If grappled at the end of its turn, a Sabosan performs a blood drain dealing 1 Con damage. A Sabosan can perform a powerful charge, dealing damage with both of its claws in one strike.
About ChatanChatan
Spirit Animal:
Master gains a +3 bonus on sight-based and opposed Perception checks in bright light Hawk Familiar
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles,
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance. Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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