Katapesh Sailor

Hadjii's page

1,503 posts. Alias of duhwoo.


Full Name

Hadjii Quest

Race

Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Gender

Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable

Age

27; Male Human

Alignment

true neutral

Deity

nature itself, and Nethys

Location

town of Wati, in Osirian

Languages

Ancient Osiriani, Auran, Modern Osiriani,Taldane

Homepage URL

<character sheet posted on Valhallas' website>

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 27
Charisma 10

About Hadjii

currently 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:
1) Legendary Fortification; 2) Powerful; 3) Upgradeable.

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 ├────
(4 Orisons) Create Water; Detect Magic; Read Magic; Stabilize.
(6 1st level spells) Cure Light Wounds; Endure Elements; Faerie Fire; Magic Fang; Shield Companion; Windy Escape.
(6 2nd level spells) Barkskin; Bull's Strength; Carry Companion; Resist Energy; Spider Climb; Stone Call]; Summon Swarm.
(6 3rd level spells) Aqueous Orb; Burrow; Call Lightning; Communal Resist Energy; Communal Spider Climb; Stone Shape; Wind Wall.
(6 4th level spells) Atavism; Echolocation; Flame Strike; Freedom of Movement; Rusting Grasp.
(5 5th level spells) 2x Death Ward; Fickle Winds; 4x STONESKIN X . X . X . X.
(5 6th level spells) 2x GREATER DISPEL MAGIC; DUST FORM, 2x SUMMON NATURE'S ALLY VI.
(4 7th level spells) Heal; 2x SUMMON NATURE'S ALLY VII; True Seeing.
(3 8th level spells) SUNBURST; SUMMON NATURE'S ALLY VIII.
(1 9th level spells) MASS HEAL.

────┤ Items with Charges ├────
HEALER'S KIT ( 6 / 10 )
2 PEARLS OF POWER (1st level) ( 2 / 2 )
WAND OF CURE MODERATE WOUNDS ( 7 / 20 )
WAND OF ENDURE ELEMENTS ( 28 / 50 )
WAND OF LESSER RESTORATION ( 4 / 10 )
WAND OF STONE SHAPE ( 28 / 43 )
WAND OF STONESKIN ( 3 / 12 )
12 GOODBERRIES

EQUIPMENT:
ARMOR WORN: +1 leather armor, Ring of Protection +1

────┤ MAGICAL ITEMS WORN ├────o
MASK OF THE FORGOTTEN PHAROAH
Scarab of Mummy Defense
Cloak of Resistance +4
GREATER PlagueRat Belt (+2 DX *and* Con)
Gloves of UNSEEN SERVANT *PLUS* RECONNAISSANCE
RING OF THE RAM [26 / 50]
Handy Haversack
in scabbard on belt: scimitar
(50gp platinum rings on Hadjii and Sheeba enables Shield Companion spell)

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;

────┤ CLASS FEATURES ├────
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:

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
────┤ TEMPLATES ├────
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]
if AC xx hits, then [dice]d6 or d4[/dice] points of damage...

[dice=Hadjii's bite attack as a dire wolf]d20+12[/dice]
if AC xx hits, then [dice]d6+3[/dice] points of damage...
...*and* [dice=Hadjii's TRIP attempt]d20+12[/dice] vs CMD...

[dice= Hadjii's Fortitude save]d20+16[/dice]
[dice= Hadjii's Reflex save]d20+14[/dice]
[dice= Hadjii's Will save]d20+22[/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]
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 Fortitude save]d20+15[/dice]
[dice= JACK'S Reflex save]d20+16[/dice]
[dice= JACK'S Will save]d20+7[/dice] (+10 vs enchantment)

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
Str 23, Dex 15, Con 21, Int 2, Wis 12, Cha 10;
Base Atk 3; CMB 10; CMD 22
Feats Run, Skill Focus (Perception), Weapon Focus (bite)


-------------
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...