![]()
About Dreskin VrayDreskin Vray Appearance:
Gnarled and scarred would be the most accurate descriptions for this brutes broad features. With a protruding forehead sans a chunk of flesh missing from over his violet right eye from a prodigious scar that runs from crown to lantern jaw chin. Vibrant evergreen skin gives way to a thick mane of startling white hair roped and twisted into numerous complicated braids that hang down to the middle of his heavily muscled back. Despite the ruin of the brutes' face the rest of his body is layered with prodigious muscles with hawser like tendons. The heavily chiseled physique flows up a long neck, down long arms and finally down even longer legs. Though obviously heavy with orc blood there is something else beyond human that lay within his veins.
Level 1 Half Orc Goliath Druid/Wild Hunter Skirmisher Ranger
Race alterations:
Powerful Shape Flexible Abilities (+2 Str, +2 Wisdom) +Shamans Apprentice +Sacred Tattoo -Orc Ferocity -Intimidating LANGUAGES
STATS
DEFENSE
Speed 30 ft.
OFFENSE
FEATS
Bonus Feats
TRAITS
DRAWBACK
ADVENTURING SKILLS
BACKGROUND SKILLS
SPECIAL ABILITIES
Strength (Ferocity) domain CL1:
Deities: Abhoth, Alocer, Ananshea, Arlachramas, Arshea, Ashukharma, Ayrzul, Baphomet, Bohga, Cayden Cailean, Ceyannan, Charg, Cihua Couatl, Dranngvit, Ealdeez, Falayna, Geryon, Gorum, Guyuku, Haagenti, Hadregash, Haggakal, Iapholi, Imbrex, Irori, Kazutal, Kols, Kostchtchie, Kurgess, Lamashtu, Lanishra, Llamolaek, Malacoda, Marishi, Minderhal, Myr, Nameless, Neshen, Nightripper, Nulgreth, Ondisso, Ruapceras, Sabnach, Saloc, Sicva, Sobek, Szuriel, Trudd, Urazra, Urgathoa, Uruskreil, Uskyeria, Xoveron, Yamatsumi, Zevgavizeb, Zipacna
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power. Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive. Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—Rage, 4th—spell immunity, 5th—righteous might, 6th—Bull's Strength (Mass), 7th—grasping hand, 8th—clenched fist, 9th—crushing hand. Gladiator:
The gladiator represents any occupation that involves fighting as a spectator sport. While gladiators can be arena fighters, they are also bare-knuckle fighters and duelists.
Alignment: Any Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Bluff, Escape Artist, Intimidate, Perception, Profession, Ride, Sense Motive[\b] Bonus Feat: Choose either Weapon Focus or [b]Toughness Starting Money: 3d4 x 10 gp Starting Money: 3d4 x 10 gp Goliath Druid:
Goliath druids hone their spiritual and magical connections to nature’s largest creatures, especially dinosaurs, giants, and megafauna, revering these massive creatures as living relics of a primeval time when all creatures were more in harmony with nature. Despite this respect, a goliath druid doesn’t hesitate to infiltrate giant groups who defile nature and destroy them from within. Goliath druids have the following class features. Class Skills
Bonus Languages
Primal Size
She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense. Primal Bond (Ex)
If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn’t of the humanoid type. This ability alters nature bond. Primal Empathy (Ex)
This ability alters wild empathy. Face Nature’s Might (Ex)
This ability replaces resist nature’s lure. Wild Shape (Su)
At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes. At 12th level, when taking the form of a giant, the goliath druid’s wild shape functions as giant form I. At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid’s wild shape functions as giant form II. This ability alters wild shape. Skirmisher:
Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests.
A skirmisher has the following class features: Hunter’s Tricks
The following is a list of hunter tricks and their effects. Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll. Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick. Catfall (Ex): The Ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Ranger takes no damage from the fall, he does not fall prone. Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal. Cunning Pantomime (Ex): As a standard action, the Ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick. Defensive Bow Stance (Ex): The Ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity. Deft Stand (Ex): The Ranger can spend a move action to stand up without provoking attacks of opportunity. Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round. Hateful Attack (Ex): The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range. Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement. Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds. Quick Climb (Ex): The Ranger can climb at his full speed as a move action without penalty. Quick Healing (Ex): As a swift action, the Ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ranger can administer a potion to an unconscious character as a move action. Quick Swim (Ex): The Ranger can swim at his full speed as a move action without penalty. Ranger’s Counsel (Ex): As a swift action, the Ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round. Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. Second Chance Strike (Ex): When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action. Sic ‘Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack. Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability. Stag’s Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump. Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round. Trick Shot (Ex): As a standard action, the Ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. Uncanny Senses (Ex): As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round. Upending Strike (Ex): The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target. Vengeance Strike (Ex): The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally. This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. Wild Hunter:
A wild hunter seeks to emulate the animals around him to keep him safe while he tracks his prey. Instead of studying the traits and behaviors of a favored enemy, a wild hunter studies those of various animals, incorporating those attributes into his hunting strategy. Animal Focus (Su)
This ability replaces all instances of the favored enemy class ability. Shared Focus (Su)
This ability replaces woodland stride and swift tracker. Items:
Potions:
Scrolls:
Future Options::
3-
5-Cornugan Smash Heavy Armor Proficiency Frank:
Draft (Heavy) Horse CR 2 XP 600
DEFENSE AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
OFFENSE Speed 50 ft.
STATISTICS
TRICKS
ECOLOGY Environment temperate plains
Heavy horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses gain the following adjustments to the base horse statistics: A heavy horse gains the Advanced Simple Template (already applied here). In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill. Heavy horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.
|