Full Name |
G' Morh |
Race |
Male Taninim (Feykin) 1 |
Classes/Levels |
M Dragon 1 [ HP: 10/10 | AC: 20 | T: 15 | FF: 17 | Fort +4 / Ref +5 / Will +4 | Init +5 / Percept +8 (Darkvision 60, Low-Light) ] |
Alignment |
LE |
Strength |
14 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
10 |
About G.'Mork
M Dragon 1 [ HP: 10/10 | AC: 20 | T: 15 | FF: 17 | Fort +4 / Ref +5 / Will +4 | Init +5 / Percept +8 (Darkvision 60, Low-Light) ]
About G`mork
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G’mork
Male Taninim (Feykin) 1
Warpriest || Hunter (Feral)
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Stats
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Size / Type: Tiny Dragon
Alignment: Lawful Evill
Deity: Kelizandri
Age: ??
Speed: 20 Land, 60 Air (Good)
Initiative: +5
Senses: Perception +8, Darkvision 60, Low-Light Vision
Languages: Common, Draconic, Aquan, Celstial, Abyssal
Attributes
STR 14 (16 with Animal Focus) (+2/+3)
DEX 16 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 14 (+2)
CHA 10 (+0)
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Offense
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BAB: +0
Bite
Attack: 1d20 + 5 (0 BAB +2 Str + 2 Size + 1 Animal Focus)
Damage: 1d3+4 (2 Str + 1 Animal Focus + ½ Str to Damage)
Crit: 20 x2
Claws (x2)
Attack: 1d20 + 4 (0 BAB + 2 Str + 2 Size + 1 Animal Focus + 1 Weapon Focus - 2 Secondary Attack w/ Multiattack)
Damage: 1d3 + 3 (2 Str + 1 Animal Focus)
Crit: 20 x2
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Defense
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HP: 10 (1d8 + 2 Con/Level)
AC: 20 (10 Base +3 Dex +3 Armour +2 Size +2 Natural)
Touch: 15 / Flat-Footed: 17
CMB: 0 (0 BAB + 2 Str - 2 Size)
CMD: 13 (10 Base + 0 BAB + 2 Str + 3 Dex - 2 Size)
Notes
Quadruped: +4 CMD against Overrun and Trip
Fort +4 (+2 Base +2 Con)
Refl +5 (+2 Base +3 Dex)
Will +4 (+2 Base +2 Wis)
Other Bonus-
Immunity
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Skills
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Per Level: 10 (6 Base + 1 Int + 1 Favoured +2 Background)
Bluff +6 (+1 Rank +3 Class +0 Cha +2 Trait)
Fly +11 (+3 Dex +8 Racia)
Intimidate +4 (+1 Rank +3 Class +0 Cha)
Kn Geography +5 (+1 Rank +3 Class +1 Int)
Kn Nature +5 (+1 Rank +3 Class +1 Int)
Kn Religion +7 (+1 Rank +3 Class +1 Int +2 Trait)
Linguistics +6 (+1 Background +3 Class +1 Int +1 Trait)
Perception +8 (+1 Rank +3 Class +2 Wis +2 Racial)
Sense Motive +8 (+1 Rank +3 Class +2 Wis +2 Racial)
Stealth +11 (+3 Dex +8 Size)
Survival +6 (+1 Rank +3 Class +2 Wis)
Swim +6 (+1 Rank +3 Class +2 Str)
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Traits
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Blasphemy (Crime): +2 Knowledge Religion and it becomes a Class Skill.
Piracy (Crime): +2 Bluff and it becomes a Class Skill.
Exchange Agent (Campaign): Gain a bonus language, +1 Linguistics, and it becomes a Class Skill.
Reactionary (Combat): +2 Initiative
Fate’s Favoured (Faith): Luck Bonuses increase by 1
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Feats
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Multiattack: When using secondary natural weapons your attack is only -2 instead of -5. (Level 1)
(Level 1 Feat)
Weapon Focus (Claws): You gain +1 on attack rolls made with your claws. (Warpriest 1 Bonus Feat)
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Specials
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Proficiencies - Light armour, Natural Weapons. Technically proficient with more, but a) lack proper hands, and b) take penalties with heavier armour.
Draconic Physiology (Racial) - Limited to using certain item slots: Armor, Belt (saddle only), Chest, Eyes, Headband, Neck, Shoulders, Wrist, Two Rings. Take a -2 penalty on attack rolls when wearing medium or heavy armour even if proficient. Increase the armor check penalty by 2 for all armour. Carrying capacity is increased by 1 step, so as a Tiny dragon I can carry equivalent to a Small humanoid.
Aura - You have a particularly powerful aura and show up when spells/abilities such as Detect Evil are used.
Sacred Weapon - Your weapon damage with your sacred weapon (any weapon you have Weapon Focus for) is based on your level in Warpriest, rather than the weapon type. Sacred Weapon gets even better at Warpriest 4.
Blessings (4 / Day) - You can use your blessings as a swift action 3 + ½ Warpriest number of times per day. The DC is 10 + ½ Warpriest Level + Wisdom Modifier.
Destructive Attacks (Destruction) - Touch an ally to give them a morale bonus on weapon damage rolls equal to ½ your level for 1 minute.
Ice Strike (Water) - Touch a weapon to enhance it with the power of water. It glows blue-white and deals an additional 1d4 points of cold damage for 1 minute.
Feral Focus - You gain the ability of an animal. Will basically always use Bull for the +2 to Strength. Potentially will switch to Tiger if we get an Agile Amulet of Mighty Fists and I do Dex to Damage.
Nature Training - Your levels in Hunter count as levels in Druid and Ranger for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy - You can make a check (1d20 + Hunter Level + Cha Modifier) as a Diplomacy check to improve the attitude of an animal. Domestic animals start as indifferent, while wild animals are usually unfriendly. You must be within 30 feet, and it generally takes 1 minute. If you use this on a magical beast, you take a -4 penalty on the check.
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Hunter Spells
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DC: 10 + Spell Level + Wis modifier
Level 0 (X Per Day)
Detect Magic
Enhanced Diplomacy
Know Direction
Read Magic
Level 1 (2 Per Day)
Entangle
Snowball
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Warpriest Spells
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DC: 10 + Spell Level + Wis modifier
Level 0 (Prepared)
Create Water
Guidance
Purify Food and Drink
Level 1 (Prepared)
Cause Fear
Divine Favour
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Gear
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Gold: 225 gp
Light Load: 5 / 43.5 lbs
Darkleaf Studded Leather
Light Armour
AC +3, Max Dex +7, Check Penalty 0, Spell Failure 5%
775gp, 5lbs