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Rilkus Ironhand's page

150 posts. Alias of Grumbaki.


Race

Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7)

Classes/Levels

Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

Special Abilities

DR 5/-, Endure Elements, Telepathy, No food/drink/sleep required, Tongues -> Animals/Elementalist/Fey/Plants

Alignment

With Spirit Boneclaw: 40ft movement, 30ft scent, Bite 1d6, +2 NA

Languages

Urik, Dwarven, Druid

Strength 28
Dexterity 18
Constitution 18
Intelligence 12
Wisdom 24
Charisma 9

About Rilkus Ironhand

To Hit: +5 (BaB) + 9 (Str) +1 (Enchantment) +1 (Weapon Focus) = +16

Damage: + 13 (Str) + 1 (Enchantment) +9 (Power Attack) = 1d6 (Base) + 2d6 (acid) + 23

Spells:

http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm

Druid
* Lvl 0: Detect Magic, Mending, Purify Food/Drink, Stabilize, Sift, Light
* Lvl 1 (5/day): Cure Light Wounds, Longstrider, Fog Cloud, Stone Shield, Faerie Fire, Magic Stone (Domain)
* Lvl 2 (4/day): Cure Medium Wounds, Soften Earth And Stone (Domain) Bull’s Strength (Archetype)
* Lvl 3 (3/day): Stone Shape (Archetype)

Template
* At-Will: Detect Thoughts, Telekenisis

Sword: Shaman spell list
Lvl 1: 1x Endure Elements
Lvl 2: 3x Lessor Restoration 1x Barkskin
Lvl 3: 1x Dispel Magic

Stats:

Str: 18 + 2 (race) + 4 (template) + 2 (Mythic) +2 (ABP) = 28
Dex: 17 + 1 (lvl4) = 18
Con: 14 + 4 (race) = 18
Int: 14 - 2 (template)
Wis: 16 + 2 (race) + 2 (ABP) + 4 (template) = 24
Cha: 13 - 2 (race) - 2 (template) = 9

Traits:

* Emphatic Diplomat: Wis to Diplomacy
* Clever Wordplay: Int for Intimidate
* Second Chance: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse
* Drawback: Suffer -1 Bluff, Disguise and Stealth, also the save DC of any illusion you create is 1 lower than normal.

Psychic Damage:

Fragile (When he fails a Fortitude save, he is staggered for 1 round.)

Fractured Mind (When he fails a Will save, he is confused for 1 round.

Psychic Spasms (When he fails a Reflex save, for 1 round he can’t take attacks of opportunity or immediate actions and loses his Dexterity bonus to AC, on ranged attack rolls and attack rolls made using finesse weapons, and on ability checks and skill checks.)

Light Blindness (He has the light blindness special ability)

Stone Growths (He can’t wear armor (including magic armor) fashioned for humanoid creatures. Armor made to fit him costs twice as much.)

Psychic Awakening:

* Mental Armor (He generates a protective field (as mage armor, improved by ABP) while conscious. If its mental armor is removed, he can restore it as a swift action.)

* SLA (Telekenisis at-will, wisdom main stat)

* Telepathy (He has telepathy with a range of 100 feet as a supernatural ability and detect thoughts as a spell-like ability, usable at will.)

* Psychic Sense “Echolocation” (He has blindsense with a range of 30 feet and gains Blind-Fight as a bonus feat)

* Rugged (DR 5/-)

* Natural Armor (2)

Telekenisis at-will: Wis modifier:

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.

If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Mythic Augmented Telekenisis:

Telekinesis

The duration of this spell changes to 1 round per level. You may spend a move action to use the sustained force or combat maneuver effects of the spell.

When using sustained force, you can move a number of objects up to your tier. These must be in the same square and together must weigh no more than the weight limit of the spell.

Using the violent thrust effect ends the spell, but the weight restriction increases to 50 pounds per caster level (maximum 750 pounds).

Feats, Equipment, Skills:

Feats
Dwarves gain skill focus at lvls 1,8,16

* Campaign: Mythic Power Attack
* Template: Blindfight
* Race: Skill Focus Knowledge Nature
* Class: Psychic Sensitivity (You gain access to occult skill unlocks for any skills in which you have ranks. If you have no ranks in the appropriate skill, you can’t use the occult skill unlock, even if that skill can be used untrained.)
* Lvl 1: Steel Soul
* Lvl 2: Furious Focus
* Lvl 3: Dodge
* Lvl 4 Weapon Focus
* Lvl 5 Iron Will

Automatic Bonus Progression
* Lvl 1: +1 resistance
* Lvl 2: Armor attunement +1, weapon attunement +1
* Lvl 3: Deflection +1
* Lvl 4: +2 Wis
* Lvl 5: +2 Str

Equipment
* Scimitar

Skills
* Diplomacy: 5 SP (+15)
* Perception: 5 SP (+15)
* Survival: 5 SP (+15)
* Knowledge Nature: 5 SP (+12)
* Intimidate: 4 SP (+8)
* Stealth: 1 SP (+7)

Background Skills
* Knowledge Geography: 5 SP (+9)
* Handle Animal: 5 SP (+7)

Elementalist Shifter Earth And Air Aspects (5):

Elemental Speech
* When in his elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches his elemental aspect.

Elemental Strike
* At 1st level, as a swift action, an elementalist shifter can charge his melee attacks with elemental energy. The elementalist shifter can charge his attacks only with an element he has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of his next turn deals an additional 1d6 points of energy damage based on the element he 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.

Elemental Form
* Level + Wis Mod = Hours per day
* At 4th level, when an elementalist shifter uses wild shape, he is instead affected as if by elemental body I, but she gains only the benefits listed in his elemental aspect. While in an elemental form, the elementalist shifter can speak only the elemental language associated with that form, and he can do so only if he knows it. This alters wild shape.

Earth and Air Aspects
* 3+lvl minutes per day
* Minor Form: You gain a +2 enhancement bonus to your Constitution score or Dexterity. This bonus increases to +4 at 8th level and to +6 at 15th level.
* Earth 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.
* Air 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.

* Trackless Step

Supernaturalist Druid:

Earth Domain

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Eldritch Botanist
* A supernaturalist can affect plants with mind-affecting effects he creates and with spells that normally affect animals. Any such spell that allows a Will save can instead be negated by the target plant with a successful Fortitude save at the same DC. He also can choose plant bond and green empathy, as a treesinger druid, in place of nature bond and wild empathy.

Paranormal Scholar
* A supernaturalist gains Psychic Sensitivity as a bonus feat and adds Diplomacy, Knowledge (arcana), and Sense Motive as class skills.
* At 3rd level and every 3 levels thereafter, he can select a spell from the psychic class’s spell list and add it to his druid spell list, and is able to prepare and cast it as a druid spell.
* This replaces nature sense, trackless step, and resist nature’s lure.

Animal Spirit
* At 4th level, a supernaturalist can perform a seance to call an animal spirit of any animal with which she is familiar to serve as her companion and guide. The supernaturalist gains spirit, spirit bonus, spirit surge, and taboo abilities as a medium 3 levels lower than her druid level. The supernaturalist’s allies cannot participate in this seance.

Spirit Bonus: Your spirit bonus applies on attack and damage rolls with natural weapons and on skill checks relating to animals and plants.

Seance Boon: Your natural armor bonus to AC increases by 1.

Favored Location: Native terrain of the animal type being invoked.

Influence Penalty: You become wild and savage, taking a penalty equal to your spirit bonus on caster level checks, Charisma– and Intelligence-based ability checks, and skill checks.

Taboos: Choose one: you must not speak (except with animals and plants); you must not wield manufactured weapons; you must not eat anything you did not kill or harvest yourself.

Totem Transformation (Lesser, Su): You gain any of the following abilities possessed by the animal you select as your animal spirit: bite (1d6 for a Medium druid), 2 claws (1d4 for a Medium druid), darkvision, improved land movement speed (up to a +20-foot enhancement bonus to the druid’s base land movement speed), low-light vision, scent, and swim (up to 30 feet).

Pack Leader (Intermediate, Su): When you summon animals that match your animal spirit, they gain a +2 bonus on attack rolls, damage rolls, and saving throws.

Wildstrike (Greater, Su): You can allow your animal spirit to gain 1 point of influence over you as a swift action to allow an animal or plant (including your companion) within 30 feet that can see or hear you to immediately take an additional standard action.

Wild Heart (Supreme, Ex): You gain a +4 bonus on saves against enchantment and mind-affecting effects, and immunity to effects that affect only humanoids. Once per day, you can cast any summon nature’s ally spell you can cast spontaneously as a standard action without expending a spell slot.

This ability replaces wild shape.

Mythic Hierophant:

Hard to Kill
* Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Recuperation
* At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Power
* Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
* You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Inspired Spell
* You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Tier 1 Sustained by Faith
* Ability: You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
* Feat: Extra Ability - Legendary Item

Tier 2 Tongue of the Land
* Animals, elementals, fey, and plants are magically able to understand you when you speak Druidic, as if you were using speak with animals or tongues. If speaking to creatures of different types at the same time, you can allow all of them to understand you or speak understandably to just one type at a time. For example, if speaking to a group of animals and fey, you can make yourself understandable to all of them, just to the animals, or just to the fey
* Stat: +2 Str

Tier 3
* Enduring Blessing (Barkskin is how 24/hour duration)
* Extra Ability Legendary Item

Legendary Item: Scimitar of the Land:

Tier 1: Intelligent Item (Goal is his focus) Shapechange
Tier 2: Spellcasting