Ghlaunder (Symbol)

Holan-Ji's Dragonfly's page

9 posts. Alias of Nomadical.


Full Name

Holan-Ji's Dragonfly

Race

| HP: 65 / 65 | AC: 20 (T 17 FF 19) CMD: 28 (+2 vs Grapple) / Resist Fire 5 | F: +10, R: +6, W: +7

Classes/Levels

| Speed 60ft | Minor Aspect 8 / 8 Wildshape 9 / 9 Rage 7/7 Hellfire 3 / 3 | Active conditions: none

Gender

Male CN Wild-shaped Giant Dragonfly

Size

Medium

Languages

Common, Tien, Druidic, Dwarven, Elven, and Gnome (Ring of Eloquence)

Strength 20
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 18
Charisma 8

About Holan-Ji's Dragonfly

Wild Shaped to Dragonfly

Major Form (as vermin shape II): Your shape changes to that of a giant dragonfly. While in this form, you gain a fly speed of 60 feet (average), darkvision with a range of 60 feet, and a bite attack (2d6) with the grab ability. As a Medium vermin, you gain a +2 size bonus to your Strength and a +3 natural armor bonus.

While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability: At 3rd level, his dragonfly bite ignores DR/cold iron, DR/magic, and DR/silver.

Stat differences: Str 20 (+5)

===== Offense =====
Bite +12 (2d6+8) (x2) | B/P/S (grab)
Bite counts as magic, cold iron & silver vs DR
Speed: 60 ft fly (average)
Space 5 ft, Reach 5 ft
Initiative +7
BAB +6
CMB +11 (+17 to Grapple) [+6 BAB, +5 STR]

===== Defense =====
AC: 20, Touch: 17, Flat Footed: 19 (+1 Dex, +3 Natural, +1 Deflection, +5 Defensive Instinct)
Hp: 65 (+12 hp during rage)
Fort: +10, Ref: +6, Will: +7
CMD: 28 | 30 vs Grapple [10 +6 BAB, +5 STR, +1 DEX, +1 Deflection, +5 Defensive Instinct]
Resist Fire 5

===== Dragonfly Special Abilities =====
Grab: If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab works only against opponents the same size category as the creature (Medium) or smaller. The creature has the option to conduct the grapple normally or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to start and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. Each grapple combat maneuver check it succeeds at during successive rounds automatically deals the damage indicated for the attack that established the hold. Creatures with the grab special attack receive a +4 bonus on combat maneuver checks to start and maintain a grapple.

===== Feats and Traits =====
Feats:
1) Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.
1B) Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
3) Improved Initiative: You get a +4 bonus to initiative checks
5) Shifter’s Rush: When you use a move action to move 10 feet or more or when you charge, you can use wild shape as a free action during that movement.

Traits:
Reactionary [Combat]: +2 trait bonus to Initiative
Indomitable Faith[Faith]: +1 trait bonus to Will saves.
Observant [Faction - Grand Lodge]: Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you. (Bonus trait granted by boon.)
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose an energy type: Fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Skilled: Tieflings gain a +2 racial bonus to Bluff and Stealth checks.
Languages: Common, Druidic, Tien (replaces racial), Dwarven, Elven, and Gnome (last 3 from Ring of Eloquence)

===== Class Features =====
Bloodrager 1 (Blood Conduit) Infernal Bloodline

Contact Specialist: At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, or Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds the feats above to his list of bloodline feats. This ability replaces fast movement and alters bloodline feats.
Hellfire Strike: At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round.
Bloodrage: The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day (7) equal to 4 + his Constitution modifier (+3). Temporary increases to Constitution don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours don’t need to be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Shifter 5
Minor Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form for a number of minutes per day (8) equal to 3 + her shifter level (5). The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
Tiger Aspect Minor Form: You gain a +2 enhancement bonus to your Dexterity score.
Dragonfly Aspect minor form: You gain an enhancement bonus of +10 feet to your base speed when charging. 
Note: Campaign Clarifications states that the bonus only applies to base speed, not to the fly speed of the Dragonfly major form.

Shifter’s Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage. If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. 
While a shifter uses wild shape to assume her aspect’s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater.
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level (5) and Charisma modifier (-1) 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 shifter and the animal must be within 30 feet of one another and 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. The shifter 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.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (+3) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat- footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track: At 2nd level, a shifter adds half her level (+2) as a bonus on Survival checks to follow tracks.
Bonus Languages: A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
Woodland Stride: At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
Trackless Step (Ex): At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Wild ShapeAt 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies. (N/A due to Ring of Eloquence)
A shifter can use wild shape for a number of hours each day (9) equal to her shifter level (5) + her Wisdom modifier (4). It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use. A shifter can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.
Major Form: Giant Dragonfly Your shape changes to that of a giant dragonfly. While in this form, you gain a fly speed of 60 feet (average), darkvision with a range of 60 feet, and a bite attack (2d6) with the grab ability.  As a Medium vermin, you gain a +2 size bonus to your Strength and a +3 natural armor bonus. Uses vermin shape II instead of beast shape II. Holan-Ji’s Wildshaped Dragonfly alias

===== Items melded into form =====
Ring of Protection +1
Cloak of Resistance +1
Amulet of Mighty Fists +1
Boots of the Cat
Headband of Wisdom +2
Belt of Mighty Constitution +2
Ring of Eloquence (Common, Dwarven, Elven, and Gnome)