Alviana Shadowsworn

Serris Vax's page

3 posts. Alias of Paxx1717.


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From Paxx1717 new alias

Revised stats for Serris as normal Drow

Crunch:

Serris
Male Drow Druid 3
N Medium humanoid (elf)
Init +1; Senses darkvision 120 ft.; Perception +10
Traits: Resiliant (+1 Fort Saves), Gifted Adept (Call Animal)
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Defense
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AC 15 (Lammelar Leather), touch 11, flat-footed 14 (+2 Dex)
hp 23 (3d8+3)
Fort +5, Ref +2, Will +6; +2 vs. enchantments
Immune sleep; SR 9
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee: quarterstaff +2 (1d6), TWF mode -2/-6 (1d6/1d6)
Ranged: Dart +3 (1d4)
Spell-Like Abilities: (None - per Darklands Stalker alternate racial)
Weapons: Quarterstaff, Dagger (Alch Silver), 4 x Darts
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Statistics
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Str 10, Dex 12, Con 12, Int 12, Wis 17, Cha 12
Base Atk +2; CMB +2; CMD 13
Feats Nimble Moves (alt racial), Spell Focus (conjuration), Vermin Heart
Skills Climb +3, Craft(Alchemy) +5, Fly +4, Handle Animal +7, Heal +7, Knowledge(Geo) +5, Knowledge(Nat) +9, Perception +10, Ride +4,
Spellcraft +7, Stealth +0, survival +9
Languages Aklo, Elven, Undercommon, Common, Druidic
SQ nature bond (animal companion, giant mantis), poison use
Magic Gear: Wand of Cure Light Wounds(50 charges), Wand of Magic Fang (50 charges), Pearl of Power (1st)
2 doses Large Scorpion Venom, (injury, DC 17, 1/rd 6 rds, 1d2 Str, 1 save)
2 doses Blue Whinnis poison, (injury, DC 14, 1/rd 2 rds, 1 con+uncon 1d3 hrs, 1 save)
2 Scrolls 2nd level spell, Wartrain Mount

Other Gear
2 doses Large Scorpion Venom, (injury, DC 17, 1/rd 6 rds, 1d2 Str, 1 save)
2 doses Blue Whinnis poison, (injury, DC 14, 1/rd 2 rds, 1 con+uncon 1d3 hrs, 1 save)

293 gp (pending purchase of normal gear)
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Special Abilities
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Wild Empathy
Nature Sense
Trackless Step
Woodland Stride
Nimble Moves = may ignore up to 5 ft of Difficult terrain per round
Spell Focus Conjuration = +1 conj Spells
Vermin Heart = May target vermin with animal targeting spells and use wild empathy on vermin

Animal Companion - Giant Mantis - "Never"
Med 3HD (13 hp)
Move 30ft, Climb 30ft, Fly 40 ft
AC 16/13/13
Saves +3/+6/+2
Attack 2 claws +2 1d4. CMB +2 CMD 15
Str 11 Dex 16 Con 10 Int 0 Wis 12 Cha 7
SA: Can start grapple as free action vs smaller opponent if hit


GM Shady wrote:
Serris Vax wrote:

Hello! I am quite interested, although I am unfamiliar with this campaign setting, so I do not know if that will put me at a significant disadvantage

I would like to run a Human Druid - no archetype, but has the Vermin Heart feat, Eye for Talent alt racial, and a "smart" Giant Mantis companion. And while it may seem odd, my father was an entomologist and naturalist, so I have a great fondness for this kind of character. Would something like this fit in? Also, would you agree that Call Animal can call vermin with the Vermin Heart feat?

** spoiler omitted **...

I think this is probably legal but I would warn I already had two submissions (from my existing players) with animal companions and I may end up pushing back on the idea if there are just too many characters on the table. I generally have a sinking feeling every time an eidolon or companion turns up (this doesn't apply to familiars) - 6 players plus multiple companions in a dungeon crawl isn't my favourite GM situation. That's before the issue of whether a giant insect fits the theme - Midgard does have Dark Sun like insect people (Tosculi) but they're more used in the Southlands setting.

Thanks for the feedback! I certainly would not wish to clutter things up...so I am thinking I will move to submit a more caster-based Druid concept, probably a Dwarven Storm Lord type, with a domain as the nature bond, assuming this does not step on anyone's toes :)


Hello! I am quite interested, although I am unfamiliar with this campaign setting, so I do not know if that will put me at a significant disadvantage

I would like to run a Human Druid - no archetype, but has the Vermin Heart feat, Eye for Talent alt racial, and a "smart" Giant Mantis companion. And while it may seem odd, my father was an entomologist and naturalist, so I have a great fondness for this kind of character. Would something like this fit in? Also, would you agree that Call Animal can call vermin with the Vermin Heart feat?

Serris Vax:

Male Human Druid 1
NG Medium humanoid
Init +1; Senses Perception +7
Traits: Beast Bond (Ride, +2 to Animal companion Int), Gifted Adept (Call Animal)
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Defense
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AC 13 (Leather), touch 11, flat-footed 12
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee: quarterstaff +1 (1d6+1), TWF mode -3/-7 (1d6+1/1d6+1)
Ranged: Sling +1 (1d4+1)
Weapons: Quarterstaff, Dagger, Sling (10 bullets)
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Statistics
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Str 12, Dex 12, Con 14, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +1; CMD 12
Feats Vermin Heart
Skills Handle Animal +6, Heal +7, Knowledge(Nat) +7, Perception +7, Ride +6, Sense Motive +5, survival +9
Spellcraft +7, Stealth +1, survival +10
Languages Common, Druidic, Sylvan
SQ nature bond (animal companion, giant mantis), druid spells

Gear
Barbarian's Kit, Spell component pouch, belt pouch

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Special Abilities
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Wild Empathy (also works with vermin)
Nature Sense
Trackless Step
Woodland Stride

Vermin Heart = May target vermin with animal targeting spells and use wild empathy on vermin

Animal Companion - Giant Mantis - "Never"
Med 2HD (9 hp)
Move 30ft, Climb 30ft, Fly 40 ft
AC 13/12/11
Saves +3/+5/+1
Attack 2 claws +2 1d4. CMB +2 CMD 15
Str 10 Dex 15 Con 10 Int 2 Wis 12 Cha 7
SA: Can start grapple as free action vs smaller opponent if hit
Perception +5 Stealth +6