About FrepplyBestiary: Grippli
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Its slick skin a mottled pattern of forest colors, this agile, frog-like humanoid carries a bow and wears supple chain armor. These small, intelligent, humanoid tree frogs typically live in primitive societioes deep in the forests and marshes of the world. They hunt giant insects and eat fruits and flowers from their tree homes. They often barter with more advanced creatures for metal and gemstone ornaments. Grippli hatchlings develop into adults in less than a year. Unless they meet a savage end from a forest threat, they can live 60 years, their skin graying and losing its luster. as they age. A grippli stands just over 2 feet in height and weighs 30 pounds.. Grippli Characters
+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
•Darkvision: Gripplis can see in the dark up to 60 feet.
Climb speed 20 Spoiler:
Climb A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. Wild Empathy (Ex)
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A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Initiative
Perception
Wild Empathy
Offense
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Storm Burst
Scimitar attack[dice] 1d20+[/dice]
Club [dice] 1d20+[/dice]
Sling [dice] 1d20+[/dice]
Longbow [dice] 1d20+[/dice]
Net [dice]1d20+4[/dice]
Defense
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AC 16, flat footed 13 wooden shield leather armor +2 +6 0 10% 30 ft. 15 lbs. CRB +1 size bonus +3 dex Hit points Saves
Weather Domain
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Storm Burst (Sp): /day i a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals nonleathal damage [dice]1d6+1[/dice] 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain spell - 1. Obscuring mist
memorized spells
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orisons 0-Create water 0-Light 0-Ghost Sound* Spells 1- Cure light wounds B- Produce flame d-obscuring mist* *Domain spell can be cast spontaneously from other slots [/spoiler Skills
*class skills druid Feat:
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Your long pink tongue is capable of manipulating small items and even stealing objects. Prerequisites: Grippli. Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.
Drawback:
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You have a hard time understanding and trusting those with unfamiliar ways and appearances. Effect: You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
Traits: Two-World Magic
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You have bridged the gap between the natural magic...and ...refined magic.... Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known. Ghost Sound School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0 CASTING Casting Time 1 standard action
EFFECT Range close (25 ft. + 5 ft./2 levels)
DESCRIPTION Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Fatal Trapper:
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Benefit: You gain a +1 trait bonus on Craft (traps) checks and a +1 trait bonus on Disable Device checks made to disable traps. Equipment
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Survival Kit Backpack* Bedroll* Bell Building tools (Hammer, Saw, Nails, ect.) Candle X3 Chalk* Charcoal* Earplugs* Fishhook* Flint and Steel* Oil 1lb Rations x5* Rope 30ft* Rope 20ft Shovel* Signal Whistle Sling* Tindertwig x3 Tindertwig x2* Torch x3* Torch x2 Twine 50ft Utility Knife* Wandermeal (10 meals)* Waterskin* Waterskin Coins on hand
Patron
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Erastil ... Rivers Run Red Pg 68... Erastil...weapon is the longbow (his clerics and druids are proficient with both the longbow and shortbow). His holy symbol is a bow made of elk antlers with an arrow nocked. Notes
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A net is used to entangle enemies. Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.
Full Spell List
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Orisons: Create Water Detect Magic Detect Poison Flare Guidance Know Direction Light Mending Purify Food and Drink Read Magic Resistance Spark Stabilize Virtue 1st level spells Abstemiousness
Domain spells
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Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance. Historical Archive: (prelude) Far from the reign of power and kingdoms of men, other races, tribes of the uncivilized still roam those creatures apart from man have little concept of government in it's past or present form. Sometimes far away does not mean remotely distant, sometimes it just means a region unfit for human travels. One tribe of Grippli lived near the causeway of the Empire, in a swamp where water flowed through the city and refuse drains into the bog from the great and powerful city of men. The grippli tribe has avoided contact with men but not entirely with their traps, chains and locks that trappers used to hunt the tough hided water lizards, often though the grippli would move, mark or alter the traps for the safety of themselves. This was the best job to get for Frepply for it was the farthest roaming of all the Grippli, those who found, marked, set off, disabled or even removed the traps set toward the edge of the Grippli lands. The metal from traps was worked into crude knives for some, but there was never enough to go around. Surprisingly once traps were discovered the methods carried over into the grippli's use of natural materials to create deadfalls, snares, whips, and other natural traps. In the daily tasks of survival the grippli are experts in woodcraft and lore, most of them knowledgable and cunning in the ways of the bog and marsh. (Expert first level) 10 class skills, 6 skill points). The youngest grippli were first taught to gather fruits and resources that were not dangerous, they then learned how to weave nets, how to craft armors and finally the crafting of bows and arrows. The entire tribe helped create the armors worn by the chief, the warriors and the warders of the tribe. All grippli learned these craft arts as basic to survival. The tribe knaps flint and obsidian into knives and arrowheads, trading or scavenging metal (sometimes from traps) when they can. Frepply was thankful for his net as the night stories told of the days when the Grippli hunted insects with only their tongues, the days before the tool-makers, many still played with their tongues and mating rituals always included tongue-play, and some would even use their tongues to obtain a low hanging peice of fruit. A few grippli though practiced and attempted to gain expert control of their tongues, the result for Frepply is he often spoke less... The clerics of the tribe often used materials in substitute for what was normally used in casting spells, Frepply recounted the elders calling upon nature for magic using leaves other than those normally held to be correct. |