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About Maggart CraftGuild Questionnaire, Backstory, Campaign Start Questionnaire "Maggoty" Maggart "Maggs" Craft, NE Human Swarm Monger Druid. Sheet:
Init +2; Perception +12
----------------- DEFENSE ----------------- AC 17, touch 12, flatfooted 15 HP 100 (8d8+40+8) Fort +12, Ref +5, Will +10 ----------------- OFFENSE ----------------- Club +4/-1, d6-2 x2 Shillelagh +5/0, 2d6-1 x2 Speed 20ft. ----------------- STATISTICS ----------------- Str 7, Dex 14, Con 20, Int 14, Wis 17, Cha 7 BAB +6; CMB +4; CMD 16 Racial Traits Dimdweller (60 ft darkvision, +2 racial bonus on Intimidate, Perception, and Stealth checks in dimness or darkness) Traits Beastkin, Vagabond Child, Trap Finder Drawback Cowardly Feats Possessed Hand, Hand's Autonomy, Hand's Detachment, Hand's Hunger, Forge Ring, Vermin Heart FCB +8 HP Class Features Spontaneous Casting: can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Fecund Familiar Spoiler:
Fecund Familiar (Ex): A swarm monger bonds with an urban familiar, treating her druid level as her wizard level for the purposes of determining her familiar’s abilities. The swarm monger must select her familiar from the following options: cat, house centipedeUM, rat, raven, or scarlet spiderUM. The fecund familiar gains the benefits of its master’s child of pollution, shadowy opportunist, and venom immunity class abilities.
As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack. Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated. A swarm monger can transform her familiar into a swarm a number of times each day equal to her Wisdom modifier (minimum 1), and the transformation lasts for 1 minute per druid level, or until the swarm monger reverts her familiar back to a singular form as a standard action. A fecund familiar cannot be reduced in size to Diminutive or smaller when in swarm form. Wild Empathy (Ex): Spoiler:
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier 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 druid and the animal must be within 30 feet of one another 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. A druid 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. Shadowy Opportunist (Ex): A swarm monger gains a +2 bonus on Knowledge (local) and Stealth checks. Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Child of Pollution (Su): +4 bonus on saving throws against disease and poisons, and she can eat spoiled or rotting food and drink without ill effect. Once per day for every 4 druid levels she has, a swarm monger can devour a handful of rotting food as a standard action to gain a number of temporary hit points equal to 1d8 + her druid level that last for 1 hour. Wild Shape Spoiler:
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken. At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I. At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. Skills (6/Druid) Craft: Alchemy +13 (8 ranks, 2 INT, 3 class skill), Disable Device +12 (8 ranks, 2 DEX, 3 class skill, 1 trait, 1 insight, -2 ACP), K. Nature +10 (5 ranks, 2 INT, 3 class skill), Perception +12 (6 ranks, 3 WIS, 3 class skill), Sleight of Hand +16 (8 ranks, 2 DEX, 3 class skill, 1 trait bonus, 1 insight, +3 familiar, -2 ACP), Spellcraft +12 (7 ranks, 2 INT, 3 class skill), Stealth +5 (1 ranks, 2 DEX, 2 Shadowy Opportunist) Survival +12 (5 ranks, 3 WIS, 3 class skill, 1 trait bonus) Languages Common, Druidic, Ratlish, Orc, Aklo Familiar Sheet:
NE Tiny Magical Beast, Pilferer
Init -1; Blindsense 30 ft, Darkvision 60 ft; Perception +12 ----------------- DEFENSE ----------------- AC 15, touch 11, flatfooted 15 HP 50 ((8d8+40+8)/2) Fort +6, Ref +1, Will +6 ----------------- OFFENSE ----------------- Claw +10, 1d2+2+grab x2 Swarm Autodamage 2d6+distraction (DC17 or sickened 1d6 rounds) Speed 40ft, Climb 40 ft Special Attacks, strangle, mark quarry ----------------- STATISTICS ----------------- Str 15, Dex 9, Con 10, Int 9, Wis 11, Cha 14 BAB +6; CMB +6/8/10; CMD 15 Feats Deft Maneuvers Racial Traits Grab (Ex) A crawling hand can use its grab ability on a creature of up to Medium size. Strangle (Ex) An opponent grappled by the creature cannot speak or cast spells with verbal components. Mark Quarry (Su) A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target's location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain. Nondetection (Su) A pilferer is under the constant effect of nondetection with a caster level equal to its master’s class level. The DC of the caster level check to penetrate this nondetection effect is equal to 15 + the master’s caster level. (DC 23) Skills Craft: Alchemy +7 (8 ranks, -1 INT), Climb+ +10 (0 ranks, 2 STR, 8 racial) Disable Device +10 (8 ranks, -1 DEX, 3 class skill), K. Nature +4 (5 ranks, -1 INT), Perception +9 (6 ranks, 0 WIS, 3 class skill), Sleight of Hand +14 (8 ranks, -1 DEX, 3 class skill, 4 competence), Spellcraft +6 (7 ranks, -1 INT), Stealth +17 (1 ranks, -1 DEX, 3 class skill, 8 size bonus, 4 competence, 2 Shadowy Opportunist), Survival +9 (5 ranks, 0 WIS, 4 racial) Languages Ratlish Gear:
Rat-Tread Boots (8500)
55gp Prepared Spells:
0 Create Water Detect Magic Mending Read Magic 1
2
3
4
Dice Macros:
[dice=Club]d20+4[/dice] [dice=Damage]d6-2[/dice] [dice=Shillelagh]d20+5[/dice]
[dice=Claw]d20+10[/dice]
[dice=Swarm Damage]2d6[/dice] [dice=Dirty Trick]d20+8[/dice] [dice=DD]d20+12[/dice] [dice=Wild Empathy]d20+6[/dice]
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