About DrankichDrankich
Saves
Offense
BAB: +3; CMB +17, CMD 25 Feats Spoiler:
1. Toughness, 3. Power Attack (-1/+2), MB. Improved Unarmed Strike, MB. Stunning Fist, MB1. Deflect Arrows, MB2. Dodge Skills 4 ranks - 1 Int/level= 12 total ranks Spoiler:
Acrobatics +6 (1 Rank + 2 Dex + 3 Class), Climb +8 (1 rank + 4 Str + 3 Class), Diplomacy +6 (2 ranks + 1 Chr + 3 Class), Heal +9 (1 Rank + 5 Wis + 3 Class), Know. (Religion) +3 (1 rank - 1 Int + 3 Class), Perception +12 (2 ranks + 5 Wis + 3 Class + 2 Racial), Sense Motive +9 (1 rank + 5 Wis + 3 Class), Spellcraft +3 (1 rank - 1 Int + 3 Class), Stealth +6 (1 rank + 2 Dex + 3 Class), Survival+8 (1 rank + 5 Wis + 2 Racial) Traits Spoiler:
Indomitable Faith-+1 to Will Save Bullied- +1 on attacks of opportunity made with unarmed attacks. Spells DC 15 + Spell Level Spoiler:
(4) 0-Detect Magic, Light, Purify Food and Drink, Read Magic (5+1) 1-Bless (x2), Divine Favor, Entropic Shield, Obscuring Mist, Protection from Evil* (3+1) 2-Bull's Strength^, Lesser Restoration^, Spear of Purity, Align Weapon (Good)* * is Domain Spell, either Good or Travel ^ means spell is used for the day Cleric Domains Spoiler:
A. Good-- Granted Powers: You have pledged your life and soul to goodness and purity. Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only). B. Travel--
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. Racial Traits: Spoiler:
Type: Monstrous Humanoid Size: Medium Speed: Base Land Speed 40 ft Stats: +4 Strength, +2 Wisdom , -2 Intelligence Language: Eruus begin play knowing Common and Salvaj . An Eruus with with high intelligence score can pick one of these bonus languages: Abyssal, Giant, Infernal , Nercoin and Terran. Savage Mind: Eruus gain a +2 bonus on all Will saving throws. Wild Immunities: Eruus are immune to disease , paralysis, and poison. Flame Magic: Eruus are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal f ire damage. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 10 or higher, it also gains the following spell-like abilities: 1/day— flare, produce flame, spark, and Sun Metal. The caster level for these spell-like abilities is equal to the Eruss’ character level. Gore: Eruus have a natural gore attack, dealing, 1d6 damage. The gore is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Fey Hunter: Eruus gain a +1 bonus on attack rolls against creatures of the type fey. Savage Instincts: Eruus receive a +2 racial bonus to Perception and Survival checks. Dark Vision: Eruus can see up to 60 feet in the dark. Bestial Form: Eruus can tap into their inner beast turning themselves into hulking forces of nature doubling their height and multiplying their weight by eight. As a swift action Eruus can go to large size gaining +2 size bonus strength and constitution bonus and a -1 penalty on attack rolls and AC due to its increased size for a number of rounds equal to the Eruus' character level, the rounds of this ability must be consecutive. This change in size cause Eruus to fill a space of 10 feet and a natural reach of 10 feet. This ability can used a number of times per day equal to 3 + your constitution modifier. Cleric Special Abilities: Spoiler:
*Good Aura
Quinggong Monk Special Abilities: Spoiler:
*Wis bonus to AC and CMD *Flurry of Blows *Improved Unarmed Strike Bonus Feat *Stunning Fist Bonus Feat (Fort save DC 16 or be stunned or fatigued, 4 times per day) *Deflect Arrows Bonus feat *Dodge Bonus Feat *Evasion *Fast Movement 10' *Maneuver Training *Still Mind *Ki Pool 7/day ^Attack treated as Magic for overcoming DR, so long as 1 point left ^Scorching Ray for 2 ki points Load 40.5 lbs. Light load: 116 lbs.
Gear: Spoiler:
Magic: Ring of Protection +1, -, 2000 gp Headband of Inspired Wisdom +2, 1 lb, 4000 gp Wand of Cure Light Wounds (x50), 1 lb., 750 gp Special Items:
Everyday Worn Items:
Languages Common, Salvaj Appearance: Spoiler:
Drankich is a dark colored Eruss, with blue-black hair all over his body. He is large, heavily muscled, even for the powerful race. Unlike the warlike past of his people, Drankich tries to avoid combat when possible, but is not afraid to throw down with his horns and attacks if the situation calls for it. He wears a silver holy symbol at all times, prominently displayed. Background: Spoiler:
Drankich had a tough upbringing. He never knew his parents and, as such, was extremely poor and had a brutal upbringing, full of hunger, misery and violence. His survival until adulthood would have been questionable at best. Fortunately for him, a wandering priest of Sirona took a particular interest in the young lad, after a failed thieving attempt. With a steady supply of both teaching and food, not necessarily in that order, Drankich found he eagerly accepted the teaachings of the Goddess. He has spent the last several years serving the faith, and his conviction and dedication to the church has impressed many. He is skilled at spreading the faith through both speaking and, when required, action. When angered, his Eruss blood flames, and he strikes with the fury of his diety. He has wondered much of the local lands, attempting to right wrongs and help the weak, in the name of Sirona. |