Son of the Spirit Mother

Kragg_Oldstone's page

125 posts. Alias of Grumbaki.


Race

Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30)

Classes/Levels

Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

Gender

HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor)

Alignment

LN

Languages

Common, Undercommon, Dwarven, Terran, Aquan, Auran, Ignan

About Kragg_Oldstone

Earth Elemental Form

Water Elemental Form

Air Elemental Form

Fire Elemental Form

Regular Stats:
Str (16) Dex (16) Con (18) Int (8) Wis (14) Cha (10)
Minor Form Stats:
Str (20) Dex (20) Con (18) Int (8) Wis (14) Cha (10)

Combat:

* Bite = Right Fist (piercing), Claws = Left Fist (slashing)

Regular
To Hit: +10 (BaB) + 3 (Str) -3 (Power Attack) +1 (enchantment) = +11
Piercing: 1d6 (base) + 3 (Str) + 6 (Power Attack) + 1 (Enchantment) + 3d6 (element) = 4d6+10
Slashingx2: 1d4 (base) + 3 (Str) + 6 (Power Attack) + 1 (Enchantment) + 3d6 (element) = 1d4+3d6+10

Minor Form
To Hit: +10 (BaB) + 5 (Str) -3 (Power Attack) +1 (enchantment) = +13
Piercing: 1d6 (base) + 5 (Str) + 6 (Power Attack) + 1 (Enchantment) + 3d6 (element) = 4d6+12
Slashingx2: 1d4 (base) + 5 (Str) + 6 (Power Attack) + 1 (Enchantment) + 3d6 (element) = 1d4+3d6+12

[dice=Hit]1d20+13[/dice]
[dice=Piercing]1d6+12[/dice]
[dice=Cold]3d6[/dice]
[dice=Acid]1d6[/dice]

[dice=Hit]1d20+13[/dice]
[dice=Slashing]1d4+12[/dice]
[dice=Cold]3d6[/dice]
[dice=Acid]1d6[/dice]

[dice=Hit]1d20+13[/dice]
[dice=Slashing]1d4+12[/dice]
[dice=Cold]3d6[/dice]
[dice=Acid]1d6[/dice]

Defenses:

AC: 10 (Base) + 6 (Armor) + 3 (Shield) + 3/+5 (Dex) + 2 (Deflection) + 2 (Natural Armor) + 3 (Defensive Instinct) = 29 or 31

Fort: +7 (base) + 4 (con) + 2 (cloak) = +13
Ref: + 7 (base) + 3-5 (dex) + 2 (cloak) = +12 or +14
Will: +3 (base) + 2 (will) + 2 (cloak) + 1 (ioun) = +8

CMD: 10 (base) + 10 (BaB) + 2 (Deflection) + 2 (Defensive Instinct) + 3-5 (Strength) + 3-5 (Dexterity) = 30-34

Stone Dwarf, Stats:

Stats:

• +2 Con, +2 Dex, -2 Int. Stone Dwarves are hardy and nimble but lack the concentration of some of their kindred.
• Humanoid—Stone Dwarves are humanoid type.
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but
that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if her were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they gt plenty of opportunity to practice and hone in their underground homes.
• +2 Natural Armor.
• Weapon familiarity: Stone Dwarves any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Stone Giants.
• +4 Dodge bonus against Giants.
• +2 racial bonus to Spellcraft and any Craft Checks involving stone. Stone Dwarves are expert at carving in rock and stone, and have an inherent flair for recognizing spells.

Stats
Str: 15 + 1 (Lvl 4) = 16 + 4 (Minor Focus) = 20
Dex: 14 + 2 (Race) = 16 + 4 (Minor Focus) = 20
Con: 14 + 2 (Race) + 2 (Belt) = 18
Int: 10 -2 (Race) = 8
Wis: 13 + 1 (Lvl 8) = 14
Cha: 10

Traits, Skills:

Traits
• Secret Knowledge (+2 knowledge planes and class skill)
• Survivor (You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.)
• Trustworthy (You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.)
• When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Skills 4 class - 1 intelligence + 2 background skills +1 skilled +1 (FCB) w/ -1 ACP included
• Diplomacy: 5 SP (+14)
• Intimidate: 7 SP (+14)
• Sense Motive: 8 SP (+14)
• Perception: 9 SP (+14)
• Stealth: 9 SP (+14)
• Profession Miner: 7 SP (+12)
• Craft Mason: 8 SP (+12)
• Knowledge Planes: 8 SP (+11)
• Acrobatics: 1 SP (+6)
• Climb: 1 SP (+6)
• Swim: 1 SP (+6)
• Fly: 1 SP (+6)
• Survival: 1 SP (+6 / +11 tracking)
• Linguistics: 5 SP (+4)

Feats, VMC, Equipment:

Feats
Lvl 1: Element scarred Curse: "You have a severe speech impediment, and any spells you cast with a verbal component have a 20% chance of failing, wasting your action but not expending the spell. You gain a natural bite attack that deals 1d4 points of damage." Increases to 1d6 at lvl 10, 1d8 at lvl 11, 2d6 at lvl 13, 3d6 at lvl20. Shield Focus
Lvl 3: Crystal Sight (Ex): You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your oracle level, or 1/12th this thickness of metal. You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Lvl 5: Aspect of the Beast: 2x claw attacks 1d4 damage
Lvl 7: Create Water cantrip at-will
Lvl 8: Persuasive
Lvl 9: Unhindering Shield
Lvl 11: Bite increases in damage as above
lvl 13: Improved Natural Attack Bite
Lvl 15: Acid Skin: Acid Resist 10, increases to 15 at lvl 16
Lvl 17: Weapon Focus
Lvl 19: Touch of Acid (+1d6 acid damage)

Equipment
• Masterwork Parade Armor
* Fey Ice Nimble Chain Shirt +3 (+5 AC, +6 max dex, -0 ACP, cold resist 5)
• Buckler +1
• Belt of Con +2
• Wayfinder with cracked pink and green Ioun Stone (+1 Diplomacy, +1 Will)
• Fighter’s Kit
• Light Pick
• Sleeves of Many Garments
• Potion of See Invisibility
• Ring of Protection +2
* Cloak of Resistance +2
* Amulet of Mighty Fists +1
* Deliquescent Gloves
* 3257 gold

Elementalist Shifter:

Elemental Aspect (Su)
* At 1st level, an elementalist shifter chooses one elemental aspect rather than a shifter aspect. This ability otherwise functions as shifter aspect. As the elementalist shifter gains levels, she gains more elemental aspects: a second aspect at 5th level, a third at 10th, and a fourth at 15th.
* This alters shifter 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 (see Aspects) for a number of minutes per day equal to 3 + her shifter level. 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. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. 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

Elemental Speech (Su)
* When in her elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches her elemental aspect.
* This replaces wild empathy.

Elemental Strike (Su)
* At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action (see Elemental Aspects). This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.
* This replaces shifter claws.

Defensive Instinct (Ex)
* At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) 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 (Ex)
* At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Woodland Stride (Ex)
* 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.

Elemental Form (Su)
* At 4th level, when an elementalist shifter uses wild shape, she is instead affected as if by elemental body I, but she gains only the benefits listed in her elemental aspect. While in an elemental form, the elementalist shifter can speak only the elemental language associated with that form, and she can do so only if she knows it. This alters wild shape.

Omnielementalist (Su)
* At 9th level, an elementalist shifter can fuse two elemental forms together, gaining combined powers of the different aspects and manifesting them in ways that bring to mind powerful natural weather phenomena. When the elementalist shifter takes on one minor form each from two of her elemental aspects, she gains an additional ability as long as she maintains the form. The effects of the abilities depend on the elemental combination, as detailed below.
* Downpour (Su): The elementalist shifter combines the powers of air and water to generate a torrential downpour in her square and squares adjacent to her. This rain automatically extinguishes all non-magical fires in her square and squares adjacent to her (including flames on creatures that have caught on fire). It also has a chance to extinguish ongoing magical fire (but not instantaneous magical fire effects such as fireball) within or that enters the area, as if the elementalist shifter had cast dispel magic, using her elementalist shifter level as her caster level for the effect.
* Steam Cloud (Su): When the elementalist shifter enters a minor form of fire and water at the same time, the heat of fire and moisture of water generate an explosive area of steam around her out to a radius of 20 feet as per obscuring mist. The mist remains in place until she ends her elemental aspect; it doesn’t move with her.
* Mudslide (Su): Combining the elements of earth and water causes the elementalist shifter to generate an aura of mud. This mud extends out to all squares adjacent to her and counts as difficult terrain; it moves with her and vanishes when she ends her elemental aspect.
* Sandstorm (Su): Combining the high winds of air and fine particulates of earth produces a sandstorm that extends out to a radius of 20 feet from the elementalist shifter. All light levels in the area diminish by one step, and creatures caught in the effect take 1d6 points of nonlethal damage each round they remain within the sandstorm.

A Thousand Faces (Ex)

At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex)

After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.

Final Aspect (Su)

At 20th level, a shifter gains access to a fifth aspect, when she uses shifter aspect she can assume the minor forms of all her aspects, and the shifter can use her major and minor forms at will.

Element Aspects:

Earth
* Lvl 1: You take on the power of an earth elemental, gaining the ability to burrow through the earth and deliver powerful blows. You take comfort in caverns, mountainous regions, and areas rent by canyons and chasms, and you feel a deep kinship to burrowing animals of all types. Be it the soothing feel of fresh topsoil or the devastating fury of an earthquake, you understand the raw power of earth. Your favored season is fall—the traditional time of the harvest, when bounty from the earth is offered.
* Minor Form: You gain a +2 enhancement bonus to your Constitution score. This bonus increases to +4 at 8th level and to +6 at 15th level.
* Major Form: Your shape changes to that of a Medium earth elemental. While you are in this form, your base speed is reduced to 20 feet, but you gain a burrow speed of 10 feet, and you gain a +1 bonus on attack and damage rolls if both you and your target are touching the ground. If the target is airborne or waterborne, you take a –4 penalty on attack and damage rolls against it. These modifiers also apply to bull rush and overrun combat maneuvers, whether you are initiating or resisting these kinds of attacks. At 8th level, your burrow speed increases to 20 feet and you gain earth glide as per the universal monster rule. At 15th level, you gain Improved Natural Attack with your slam.

Water
* Lvl 5: You take on the power of a water elemental, gaining the ability to move swiftly in water, rain down crashing blows on your enemies, and transform into a swirling vortex. You identify with aquatic animals of all types, be they water-breathing creatures such as fish, amphibians such as newts or frogs, or air-breathing mammals such as whales or walruses. The unrelenting churn of waves on the shoreline, the soothing babble of a gentle stream, and the pounding kiss of a deluge of rain all bring joy to your heart. Your favored season is winter, for it is at this time that the most powerful of storms bring water to all the world.
* Minor Form: You gain a +2 enhancement bonus to your Strength score. This bonus increases to +4 at 8th level and to +6 at 15th level.
* Major Form: Your shape changes to that of a Medium water elemental. While you are in this form, your base speed is reduced to 20 feet but you gain a swim speed of 60 feet, and if both you and your target are touching water, you also gain a +1 bonus on attack and damage rolls. If the target is touching the ground, you take a –4 penalty on attack and damage rolls against it. These modifiers apply to bull rush and overrun combat maneuvers, whether you are initiating or resisting these kinds of attacks. At 8th level, your swim speed increases to 90 feet, your touch automatically extinguishes non-magical flames of size Large or smaller, and you can dispel magical fires as per dispel magic using your shifter level as your effective caster level. At 15th level, you gain Improved Natural Attack with your slam and the vortex special ability, which functions identically to the air aspect’s whirlwind ability but can form only underwater and cannot leave the water.

Air
* Lvl 10: You take on the power of an air elemental, gaining the ability to fly and to control powerful gusts of wind. You take inspiration from the patterns of clouds in the sky, the tumultuous fury of the storm, and the gentle caress of a cooling breeze. Flying creatures, such as bats and birds, are your favorites. Spring is your favored season—a time when storms bring freshness to the world but that lacks the brutality of winter’s devastation.
* Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and to +6 at 15th level.
* Major Form: Your shape changes to that of a Medium air elemental. While you are in this form, you gain a fly speed of 60 feet (average maneuverability) and airborne creatures take a –1 penalty on attack and damage rolls against you. At 8th level, your fly speed increases to 100 feet (perfect) and you gain the whirlwind special ability (see below). At 15th level, you gain Improved Natural Attack with your slam.
* Whirlwind (Su)
You can transform yourself into a whirlwind as a standard action for 1 round per 2 shifter levels you have. This otherwise functions as per the whirlwind universal monster rule.

Fire
* Lvl 15: You take on the power of a fire elemental, becoming a being of living flame that can burn enemies and move with great speed. You enjoy regions where precipitation rarely intrudes, such as desert landscapes and dry savannas, but the slopes of volcanoes hold the greatest majesty to you. You enjoy the companionship of swiftly moving creatures and those who enjoy basking in the sun, for you empathize with their appreciation of the daytime’s warmth. Forest fires are things of beauty to you, yet you respect fire and would never think to wantonly inflict it upon the natural world. Summer is your favorite season, for this is a time of heat waves and blistering sunny days.
* Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and to +6 at 15th level.
* Major Form: Your shape changes to that of a Medium fire elemental. While you are in this form, your base speed changes to 50 feet and you gain immunity to fire, vulnerability to cold, and the burn special attack as per the universal monster rule, dealing damage equal to your slam attack whenever a creature fails its Reflex save against that ability. At 8th level, you gain Improved Natural Attack with your slam. At 15th level, you deal fire damage equal to double your slam damage against opponents that fail their saves against your burn ability.