Barbarian

Kabal Boarstooth's page

5 posts. Alias of Briccone.


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Kabal is finished and here is his animal companion: Darro

Please let me know if I am missing anything or feedback.


Here is Kabal Boarstooth - Half-orc druid bear shaman. I still need to work on backstory and traits, but I wanted to get my hat in the ring.


DM Lil" Eschie wrote:

Sorry for those who didn't make the team, choices were tough. I'm not experienced enough to try to do two teams.

If you get any drop outs, keep me in mind!


Good Luck everyone! This sounds like it's going to be fun!


Here is Kabal Boarstooth. He will become a druid/bear shaman with a bear animal companion. I will have his backstory soon.

Spoiler:

KABAL BOARSTOOTH CR 1/2
Male Half-Orc druid 1
TN medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +2,
Languages Common, Druidic, Orc

AC 16, touch 12, flat-footed 14
hp 11 (1 HD)
Fort +4, Ref +2, Will +4

Speed 20 ft. (4 squares)
Ranged sling +2 (1d4+3)
Face 5 ft. Reach 5 ft.
Base Atk +0; Combat Manuever Bonus +3
Special Actions Spontaneous Casting,
Prepared Spells Prepared Spell List
Druid (CL 1st): 0th - detect magic , detect poison , resistance (DC 12) , stabilize (DC 12) 1st - cure light wounds (DC 13) , goodberry , speak with animals (DC )
Abilities Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Special Qualities Animal Companion, Darkvision, Darkvision, Intimidating, Nature Sense, Orc Blood, Orc Ferocity, Orisons, Weapon Familiarity, Wild Empathy +0,
Feats Animal Affinity, Armor Proficiency, Light, Armor Proficiency, Medium, Shield Proficiency
Skills Acrobatics -1, Acrobatics (Jump) -5, Bluff -1, Diplomacy -1, Disguise -1, Escape Artist -1, Fly -1, Handle Animal +5, Heal +6, Intimidate +1, Knowledge (Nature) +6, Perception +2, Perform (Untrained) -1, Ride +1, Sense Motive +2, Stealth -1, Survival +8,
Possessions leather; outfit (explorer's); shield (heavy/wooden); waterskin (filled); Backpack [ Bedroll; Bullets (Sling/10) (x4); Rations (Trail/Per Day) (x3); Rope (Hemp/50 ft.); Flint and Steel; ]; Sling ;

Animal Companion (Ex)

Darkvision (Ex)

Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.