About Hadjiicurrently playing Mummy's Mask (roll templates available below...) TRAITS & FEATS:
Magical Lineage trait (Cure Light Wounds); Trap Finder trait
Augment Summoning; Divine Intervention; Dodge; FLYBY ATTACK!; HuntMaster(canines); IMPROVED Lightning Reflexes; Mobility; Natural Spell; Scribe Scroll; SpellFocus:Conjuration; Superior Summoning Mythic Tier 5 -- - Mythic Feats: Extra Mythic Power, Mythic Natural Spell, and Extra Path Ability *TWICE*; - Heirophant's Divine Surge: Inspired Spell; - Heirophant's Path abilities: Faith's Reach, Extra Mythic Feat, Mighty Summons, Enduring Blessing, plus -- at Teir 5 -- both Flexible Counterspell *and* Relentless Healing! for 4th tier Path Ability, took LEGENDARY ITEM on Cloak of Resistance +4:
Totem Transformations: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 WILD SHAPE: 1 2 3 X (5) (6) GLOVES of RECONNAISSANCE (1/day): 1 ROD o' QUICKEN SPELL: 1 2 X ────┤ PREPARED SPELLS ├────
────┤ Items with Charges ├────
EQUIPMENT: ────┤ CLASS FEATURES ├────ARMOR WORN: +1 leather armor, Ring of Protection +1
────┤ MAGICAL ITEMS WORN ├────o
OTHER MAGIC ITEMS (stored in POLYMORPHIC POUCH -- where Hadjii's Unseen Servant can fetch them...): 4 BIRD FEATHER TOKENS;Elixir of Vision; Potion of Blur; Potion of Bull's ST; 6 Potions of Cat's Grace; 2 Potions of DISPLACEMENT; 13 Potions of Hide from Undead; 7 Potions of Undetectable Alighnment; Ioun Torch; 2 doses of mumia; Jack's figurine (when in Carry Companion form); 3 figurines of wild hyenas... mundane stuff in POLYMORPHIC POUCH: 3xchalk; 250gp in diamond dust; drill; earplugs; filter hood; flask of lamp oil; funnel; inkpen & ink; paper; mirror; blanket; sewing needle & 50' of thread; MWK thieves tools; sling & 7 sling bullets; 2 Smokesticks; 2 Sunrods; 100' of twine; SMELLING SALTS; stick (for playing fetch); tindertwig; whistle. SCROLLS: Blight; Mending; Spark; Contagion; Carry Companion x3; Feather Step; Frostbite; Resist Energy (CL=8)! IN HANDY HAVERSACK: all scrolls; bedroll; MWK surgeons's tools; WolfShaman16: Concentration check: 1d20+27
Spontaneous Casting: Replace spell by Summon Nature’s Ally Free bonus language: Druidic, known only to druids Nature Bond (Ex): Wolf Nature Sense (Ex): +2 on Knowledge Nature & Survival checks Wild Empathy (Ex): Improve the attitude of animals: 1d20+16 (+4 more with Link) • Influence a magical beast with an INT of 1 or 2, but with a -4 penalty • With Canines, use as a full-round action with a +4 bonus Resist Nature's Lure (Ex): +4 bonus on saving throws against the spell-like and supernatural abilities of fey Woodland Stride (Ex): Move through natural undergrowth at normal speed Totem Transformation (Su): 15 minutes/day • Activate this ability as a MOVE action. You speak normally when activated • While using totem transformation, you can cast 'Speak With Animals' (canines only) at will • This polymorph effect may not be used while using another polymorph effects • Gain one of the following bonuses while still retaining your normal form: · Movement: +20 enh. bonus to land speed · Senses: Low-light vision, Scent, +4 to Survival when tracking by scent · Natural Weapons: Bite +1 (1d6 plus trip), +2 to CMB on Trip checks WILD SHAPE: 4/day, 12 hrs (wolf form: 6/day, 17hrs each) DRUID SPELLS Spells per Day: (4x0 | 6x1st | 6x2nd | 6x3rd | 6x4th | 5x5th | 5x6th | 4x7th | 3x8th | 2x9th. (save DC = 18+spell level) JACK, the Dire Wolf: ────┤ TEMPLATES ├────hit dice12 | AC28(T:14/FF:23) | 126hp | CMD30 | speed50 JACK's stats: ST26 DX18 Con20 Int2 Wis12 Cha6 JACK's armor: none (so far) JACK's MAGIC ITEMS: Cloak of Resistance +2; JACK's feats: Dodge; Improved Natural Attack(bite); Lightning Reflexes; Mobility; Spring Attack; TOUGHNESS; Jack also has IMPROVED EVASION! JACK's tricks: Attack(x2), Defend, Flank, Stay Hadjii's attack and saves template: [dice=attack with sling]d20+15[/dice] if AC xx hits, then [dice]d4[/dice] points of damage... [dice=attack with scimitar or dagger]d20+13[/dice]
[dice=Hadjii's bite attack as a dire wolf]d20+12[/dice]
[dice= Hadjii's Fortitude save]d20+16[/dice]
Hadjii's skill checks template: ------------[dice= Hadjii's Acrobatics check]d20+14[/dice] [dice= Hadjii's Appraise check]d20+2[/dice] [dice= Hadjii's Bluff check]d20+0[/dice] [dice= Hadjii's Climb check]d20+0[/dice] [dice= Hadjii's Diplomacy check]d20+0[/dice] [dice= Hadjii's Disable Device check]d20+13[/dice] [dice= Hadjii's Disguise check]d20+0[/dice] [dice= Hadjii's Escape Artist check]d20+3[/dice] [dice= Hadjii's Fly check]d20+23[/dice] [dice= Hadjii's Handle Animal check]d20+16[/dice](+2 more vs canines) [dice= Hadjii's "Handle Jack" check]d20+20[/dice](with Huntmaster and Link) [dice= Hadjii's Heal check]d20+22[/dice] [dice= Hadjii's "Treat Deadly Wounds"]d20+25[/dice](w/Healer's Kit & Surgeon's Tools) [dice= Hadjii's Intimidate check]d20+0[/dice] [dice= Hadjii's Knowledge:Arcana check]d20+3[/dice] [dice= Hadjii's Knowledge:History check]d20+3[/dice] [dice= Hadjii's Knowledge:Local check]d20+3[/dice] [dice= Hadjii's Knowledge:Nature check]d20+24[/dice] [dice= Hadjii's Knowledge:Religion check]d20+3[/dice] [dice= Hadjii's Perception check]d20+28[/dice] [dice= Hadjii's Ride check]d20+7[/dice] [dice= Hadjii's Sense Motive check]d20+11[/dice] [dice= Hadjii's Spellcraft check]d20+22[/dice] [dice= Hadjii's Stealth check]d20+3[/dice] [dice= Hadjii's Survival check]d20+29[/dice] [dice= Hadjii's Swim check]d20+0[/dice] JACK'S attack and saves template: [dice=JACK'S bite attack]d20+16[/dice] if AC xx hits, then [dice]2d6+11[/dice] points of damage ...*and* [dice=JACK'S TRIP attempt]d20+20[/dice] vs CMD... [dice=JACK'S Multi-Attack bite check]d20+11[/dice]
[dice= JACK'S Fortitude save]d20+15[/dice]
JACK'S skill checks template: ------------[dice= JACK'S Acrobatics check]d20+16[/dice](+8 more for Jump checks) [dice= JACK'S Intimidate check]d20-2[/dice] [dice= JACK'S Climb check]d20+7[/dice] [dice= JACK'S Escape Artist check]d20+4[/dice] [dice= JACK'S Perception check]d20+7[/dice] [dice= JACK'S Sense Motive check]d20+1[/dice] [dice= JACK'S Stealth check]d20[/dice] [dice= JACK'S Survival check]d20+1[/dice] [dice= JACK'S Swim check]d20+7[/dice] augmented medium air elementals: [dice=1st augmented medium air elemental's slam attack]d20+11[/dice]
[dice=slam damage]d6+7[/dice] these guys have AC 19 (16 touch), DR5/epic, 38 hit points each... Medium outsider (air, elemental, extraplanar) Init +9; Senses darkvision 60 ft.; Perception +7 DEFENSE AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural) hp 38 (4d10+16) Fort +8, Ref +9, Will +1; Defensive Abilities: DR5 epic; Air Mastery; Immune: elemental traits; OFFENSE Speed fly 100 ft. (perfect) Melee slam +11 (1d6+7) Space 5 ft.Reach 5 ft. Special Attacks whirlwind (DC 16) STATISTICS Str 18, Dex 21, Con 18, Int 4, Wis 11, Cha 11; Base Atk 4; CMB 8; CMD 24 Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10 summoned advanced augmented Dire Wolf:
Large animal
Init +2; Senses low-light vision, scent; Perception +10 DEFENSE AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size) hp 56 (5d8+25) with DR5/EPIC [dice=advanced augmented Dire Wolf's Fortitude save]d20+9[/dice] [dice=advanced augmented Dire Wolf's Reflex save]d20+6[/dice] [dice=advanced augmented Dire Wolf's Will save]d20+2[/dice] OFFENSE Speed 50 ft. [dice=advanced augmented Dire Wolf's bite attack]d20+9+2[/dice] if AC xx hits, then [dice]d8+10[/dice] points of damage ...*and* [dice=Dire Wolf's TRIP attempt]d20+10+2[/dice] vs CMD... STATISTICS
------------- backstory: As a kid, Hadjii had some pretty crazy adventures with his adoptive family: some kind of alchemist/wizard named Benton, a monk that was Benton's man-servant (sort of), and Hadjii's best boyhood chum, "Johnny". As Hadjii entered his twenties, however, the adults moved on to more pedestrian pursuits, and Johnny got married and had kids, which kinda broke up the team. Hadjii went to his Vudrani homeland for a couple of years, studying the ways of nature under an obscure druid there; but when word reached Hadjii's ears that the Ruby Prince was opening tombs to adventurers, he decided to find another master -- in the land that seeks to understand the dead. On his travels to Osirion, Hadjii came across a timber wolf cub with a patch of black fur around it's eyes, about to be sold to a half-orc slaver. The animal's "mask" reminded Hadjii of a favored childhood pet, so he rescued the pup from what he guessed would be no good in the hands of that rough character -- and he brought his new companion to Wati. Here, the two have studied under a desert druid for nearly two years, all the time hearing of adventurers heading into the lost tombs opened up by the Ruby Prince. A chance encounter with a slayer, come to try his bow on such an excursion right here in Wati, has reminded Hadjii he was meant for adventure. Bandit the timber wolf is now old enough, and the beast's heart is too untame for a sedate life of study! Mythic Powers:
Hadjii suspects the high-stress experiences while in the house of Nethys, combined with exposure to the Sceptre of the God King and the energy released with destruction of the mummy Djedihepet, has brought some of Nethys' power into his life -- his casting ability has exploded! (for his powers, Hadjii will be following the Heirophant path, and for his tier 1 Mythic feat, Hadjii took "Extra Mythic Power")
Hadjii finds the power of nature (or Nethys, or both) has answered his desire for casting more spells each day. The surge of Djedihepet's mythic power in the temple of Nethys, combined with exposure to the Scepter of the God King, has supercharged his spell casting: with an effort of will, he can cast a spell he hasn't even prepared -- and the spell's power is enhanced by Nethys! (took "Inspired Spell" as his Divine Surge ability) Also, Hadjii finds that spells which previously always required him to touch the subject can now be used at a surprising distance!(took the Heirophant's "Faith's Reach" as his Path ability) And Hadjii finds he can use most expendable magic items while wildshaped!(took the universal path ability "Extra Mythic Feat" as his 2nd Path ability, so he can have "Mythic Natural Spell" at tier 2...) After his encounter with a Mythic Lamia Matriarch, Hadjii finds he can make some spells last 24 hours, and his summoned creatures are slightly more numerous and somewhat tougher (Enduring Blessing and Mighty Summons taken as tier 3 Mythic Powers)! The release of Mythic power from the cult leader's demise in the head of the desert sphinx bumped Hadjii's Wisdom again, and made his Cloak of Resistance a Legendary Item... |