Chain Mauler

Malefor's page

No posts. Alias of Tin Foil Yamakah.


Full Name

Malefor: Halfling Druid (Bat Shaman) 10

Race

HP: 57 | AC: 14 | T: 14 | FF: 10 | Fort: 13 | Ref: 15 | Will: 21 | Init: 10 | Move 30

Strength 7
Dexterity 22
Constitution 10
Intelligence 10
Wisdom 26
Charisma 9

About Malefor

Racial:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Stealth, UMD, The selected skills are always class skills for the character.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Shadowhunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.

Skills 4/Level:

Acrobatics(Dex): 6
Appraise(Int): 0
Bluff(Chr): 0
Climb(Str.): 1
Craft(Int): 3
Diplomacy(Chr.): 0
Disable Device(Dex):
Disguise(Chr): 0
Escape Artist(Dex): 6
Fly(Dex): 9
Handle Animal(Chr): 3
Heal(Wis): 11
Intimidate(Chr): 0
Knowledge (Arcana)(Int):
(Dungeoneering)(Int):
(Engineering)(Int):
(Geography)(Int): 3
(History)(Int):
(Local)(Int):
(Nature)(Int): 3
(Nobility)(Int):
(Planes)(Int):
(Religion)(Int):
Linguistics(Int): 0
Perception(Wis): 25
Perform(Chr): 0
Profession(Wis): 11
Ride(Dex): 9
Sense Motive(Wis): 8
Sleight of Hand(Dex): 8
Spellcraft(Int): 23
Stealth(Dex): 53
Survival(Wis): 13
Swim(Str): 1
UMD(Chr): 15

Druid:
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): 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.

Totem Transformation (Su): At 2nd level, a bat shaman may adopt an aspect of the bat while retaining her normal form. This ability functions as the ape shaman ability, but the druid may select from the following sets of bonuses and abilities: movement (fly speed 30 ft. [average]; the druid must be at least 5th level to select this bonus), natural weapons (bite [1d4 for a Medium shaman]), or senses (blindsense 20 ft.). While using totem transformation, the bat shaman may speak normally and can cast speak with animals (bats only) at will.

This ability replaces woodland stride.

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.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

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.

Totemic Summons (Su): At 5th level, a bat shaman may cast summon nature’s ally as a standard action when summoning bats, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the ape shaman ability.

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 6th level, a bat shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a bat, she instead uses her druid level + 2.

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.

Bonus Feat: At 9th level and every four levels thereafter, a bat shaman gains one of the following bonus feats: Acrobatic, Agile Maneuvers, Improved Initiative, Lightning Reflexes, or Skill Focus (Perception). She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

A Thousand Faces (Su): At 13th level, a druid 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 15th level, a druid 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 druid still dies of old age when her time is up.

Darkness Domain:

Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Equipment:
MWK Tools Perception, Spellcraft, Stealth, UMD

Gold:
4.8

Magic Items:

Belt: Dex +4
Body: Otherwordly Kimino
Chest: +4 Resist
Eyes:
Feet: Boots of the Soft Step
Hands:
Head:
Headband: Wis +6
Neck: Necklace of Adaptation
Ring 1: Chameleon Power
Ring 2:
Ring 3:
Ring 4:
Shield:
Shoulders: Cloak of Elvenkind
Weapons:
Armor: Shadow Haramaki
Wrist: Spring loaded wrist sheaths: Wand CLW(50)(50)
None: Ioun Stone Cracked Dusty Rose +1 init),Pale Green Ioun Stone(+1 Saves) Wand CLW(50), Handy Haversack

Alchemical:
deodorizing agent: 30 gp for negate aroma with no UMD required basically.
Tunnel creeper: 280 gp, tunnel 10' thru wood, rock or earth quietly in 10 minutes.
Stagnant fog sack: 80 gp for nonmagic obscuring mist.
Tracking powder: 30 gp for 10 uses. +10 to track.
Adhesive strip: 5 gp; duct tape.
Silence dust: 60 gp, quiets things within 15' for 1 minute - doesn't interfere with spellcasting.
Tanglefoot bag: 50 gp, stop someone chasing you + combat uses. Also available as a 20 gp arrow with a weaker effect.

Stealth Countermeasures:
The Table Of Opposing Senses

Normal Vision: The standard techniques.

Low-Light Vision See above, but be more careful. Keep in mind that low-light vision cannot see color in dim light. You can potentially use this fact to your advantage in a few clever ways.
(Hint: weaponize color-blind tests)

Darkvision See above, but creatures that rely on darkvision typically won’t have any need for lighting in their environment, so this presents a problem: If you don’t have darkvision and use a light source, you could give yourself away almost immediately.

Blindsense This is tricky to deal with, but not impossible. Disguises and deception are key here: Blindsense lets you pinpoint the location of creatures, but not much in the way of detail. A really good rogue could tiptoe in such a way so that his footsteps seem like that of a squirrel or rabbit. And yes, it will probably look as stupid as it sounds.
The feat “Dampen Presence” is the best meal ticket here though.

Blindsight Lots of high level monsters have this to ensure that PCs can’t blindside them. It’s hard to counter, but the Disguise idea we’ve discussed before could potentially work. There are also feats you can spend to bypass this.

Greensight: Not sure why you’re going all mission impossible on some poor Druid, but I’m sure you have a good reason. Polymorph yourself into a plant: There, you’re welcome. The real question you should be asking yourself is if this spell allows you to see through clothing, curtains, certain buildings, etc….

Tremorsense: Tricky, but there is a solution to this: Don’t touch the ground. Unclear if climbing a tree is enough to evade this, but using grappling hooks in a smart way to avoid contact with the floor is definitely enough. Of course, flight is probably much easier. Also, Disguises might help, as previously discussed. But really, just pretend the floor is secretly lava. There, done.
Scent: Fun Fact: Real life Ninjas were vegetarians because meat tends to increase body odor. I could definitely see Veganism being a fun character quirk for some tough guy assassin or something. Mechanically, this is interesting to deal with, but not impossible by any means. There are multiple spells that deal with scent, the most useful one being “Negate Aroma”. You can harvest the corpses of enemies to obtain smell camouflage.

Detect Magic: RAW Un- Clear,Detect Magic is a common divination spell that has potential to cause you some headaches. There are some complications to using lead here. If the lead object you are using to cover yourself with is magical, it will not work since the lead can’t shield itself. Also, in order for lead to be effective, no part of you can be exposed. This means that if you wear lead lined gloves, put your rings on underneath the gloves. Keep a masterwork weapon in your hand for sleuthing purposes if you need one in your hand, not a magical one.

Magic Aura spells or other anti-Divination spells are the most fool-proof counter. A potential counter to this spell is overwhelming the senses of the opponent. There is also a “greater” version of this spell, with potentially problematic capabilities.

Arcane Sight: Detect Magic’s older brother. See above. Whether lead shielding works here is somewhat debatable, but I’d argue that per RAW, since it says that it works “similar” to detect magic, lead shielding works.

Detect [alignment] Say it with me now…....Lead Shielding. or be neutral

Detect Thoughts: (Differs from setting to setting) (Opera singing voice) LEEEEAAAADDDDD SHHIEEELLDDDINNGGGG!!!

Alternatively, you could potentially try to fool the mind reader by letting them read your thoughts, but by having such a mastery of deception, you can actually deceive yourself on a deep enough level that your thoughts can lie for you. Maybe some kind of self-hypnosis? Memory spells could help.

Lifesense: Dampening Ointment
Lifesight: Maybe some obscure magic items or feats
Mistsight/ Smog Sight Useful to have, but unfortunate to encounter among enemies at the wrong place, at the wrong time.
Thoughtsense: It’s kind of unclear if lead shielding works here. RAW, probably not. Similar to Detect Thoughts, you could try to think in such a way to fool your mind reader. Would be hard to pull off, but maybe use magic to help you.

True-Seeing: Generally, if something is using this on you, you’ve already f*@!ed up.
See Invisibility: This sucks, and is another reason why you shouldn’t be overly dependent on your invisibility.
X-Ray Vision: This might be more common depending on the setting.
Scrying Subschool Spells: USE. (Claps.) LEAD. (Claps) SHIELDING. (Claps.)

...But yeah, seriously, get your party’s tents and sleeping bags lined with our favorite heavy metal. Sensing a theme yet?

Detect Metal :This is painful to deal with. Why, you ask? See below. It’s not exactly the same situation, but you can fill in the dots. (Hint: It’s even worse.)

Detect Poison: Ok, using this as a method of detection is extremely impractical, but also strangely ingenious. HOWEVER, the true horror of this spell stems from one inconvenient truth: Lead is toxic. Thus, it is a poison. Thus, take this sound advice: When smuggling poison, use metal containers that are at least an inch thick, since this also satisfies the blocking requirement.