Shambling Mound

Vee.'s page

1 post. Alias of Tenro.


Full Name

Vee

Race

Vent'dar

Classes/Levels

Magus (Bladebound) 2

Gender

NEVER USED

Size

M

Age

10

Alignment

N

Strength 16
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 13
Charisma 6

About Vee.


  • HP: 22
  • AC: 12 =10 + 0 DEX + 2 NAT
  • Init: +0
  • Resist: none
  • Immune: Mind-affecting, paralysis, poison, polymorph, sleep, stunning
  • Vulnerable: Fire

    SAVES

  • FORT: 5 =|3 BASE + 2 CON|
  • REF : 0 =|0 BASE + 0 DEX|
  • WILL: 4 =|3 BASE + 1 WIS|

    COMBAT +1 BAB
    proficient with all martial weapons and light armor, starting with no wealth per DM

    BAB +1
    CMB +4
    CMD 16

Racial Abilities:

  • Ability Score Racial Traits: Vent'dar are strong, but slow. They are intelligent, but introverted. (+2 STR, -2 DEX, +2 INT, -4 CHA)
  • Type: Vent'dar are Plants
  • Size: Vent'dar are approximately the same size as Humans.
  • Base Speed: Vent'dar are slow and plodding, with a base speed of 20ft.
  • Languages: Vent'dar have a non-verbal racial language, and can speak with plants. Particularly intelligent Vent'dar will learn languages they are exposed to.
  • Skilled: Vent'dar are natural craftsmen, and have +2 to craft and profession checks related to metal/wood.
  • Armored Bark: Vent'dar are covered in layers of bark fortified with pieces of metal. This gives them a +2 Natural armor bonus.
  • Low-light Vision: Vent'dar can see twice as far in areas of low light.
  • Ultrasonic Sense: Vent'dar have strange sensory apparati that afford them Blindsense 30ft.

  • Favored Class: +1 hp

Class Abilities:

  • Arcane Pool [4](Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
    --At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
    --At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
    --Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
    --A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

  • Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

  • Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.


Skills:

Craft Skill and DCs
Alchemical Items
  • Climb +3 = +3 INT
  • Craft Armor +10 =2 +3 INT +3 +2r
  • Craft Weapon +10 =2 +3 INT +3 +2r
  • Fly +0 = +0 DEX
  • Intimidate -2 = -2 CHA
  • Know: Arcana +8 =2 +3 INT +3
  • Know: Dungeon +8 =2 +3 INT +3
  • Know: Planes +3 = +3 INT
  • Profession +1 = +1 WIS +2r
  • Ride +0 = +0 DEX
  • Spellcraft +8 =2 +3 INT +3
  • Swim +3 = +3 STR
  • Use Magic Device -2 = -2 CHA
  • Spells:

    Spells in Spellbook
  • 0th: All
  • 1st: 6: Expeditious Retreat, Color Spray, Feather Fall, Magic Weapon, Mount, Shocking Grasp, Shock Shield, Vanish

    Prepared Cantrips (4/day):

  • Dancing Lights
  • Mage Hand
  • Detect Magic
  • Read Magic

    1st level Prepared Spells (3/day):

  • Shocking Grasp
  • Shocking Grasp
  • Color Spray

  • Equipment:

    Background:

    The Vent'dar are a plant race of approximately humanoid shape. They have an inclination to create, typically only destroying things to recover component pieces or to make room for new creation. Their fascination with creation and modification isn't confined to objects, they often will experiment with their own forms.
    The typical Vent'dar is slow and strong, with a body made of tangles of vines where humans have sinew and bone. It has shifting layers of bark panels to reinforce the outer layer, into which it has implanted metal plates of armor of its own design. The panels often have small branches from which leaves grow according to the season. Its primarily wood-and-vine form is highly susceptible to burning. On top of its form, in the place of a head, is a mycelium-filled mushroom-like appendage. Under this, in place of a chin, is its primary sensory organ. Lacking eyes, this organ sends out vibrations, which are picked up by a number of smaller spores growing out of its bark. It also uses this organ to communicate with trees with the additional use of pheromones. Vocal sounds are capable with this organ, and its many spores function as aural receivers.
    Vent'dar lack mouths, instead they take food and drink items and slide them under their panels of bark to be mechanically digested into a paste during movement. The paste is then digested as it decomposes. This gives Vent'dar a smell that typically only farmers can appreciate.
    They reproduce asexually, and do not possess a family in the human sense, however they live communally and treat all members of their race generally favorably, as family. That is not to say that disputes do not arise, but this is true of many families among many races.

    Vee was a scavenger-warrior among his people. He stands around five feet tall and weighs around 150lbs. He is physically only 10 years old, but plants grow to full size much sooner than their human counterparts. Seven is the typical age of maturity among the Vent'dar. Although they reproduce asexually, their personalities determine (or are determined by) their role in the community. As a male personality, Vee was able to choose to become a warrior-gatherer. As a creature whose body is primarily flammable material, he is weak against fire. Junior warriors who show the intellect are trained in magic, and those whose skill increases over many years of protecting the borders eventually learn spells to protect them from fire as a first priority. As a warrior, weapons and armor upkeep was very important, and as such, Vee can craft and repair such items. As a Vent'dar warrior, he was very strong, but this came at the cost of speed. His people rarely did anything hastily, for they live a very long time. As a practitioner of magic, he was intelligent, however he was very introverted. Having no need to seduce a mate and living a life dedicated to protecting the border left little need for iterpersonal skills. What little time he did have left was dedicated to crafting tools of his trade and trying to learn new spells to put in his spellbook.

    His race lived in the Great Forest, skirting the western bounds of the land known to the other inhabitants of the planet. His "tribe" (if you could call it that, it was a large tribe that was part of a much larger tribe, similar to a county within a country) was one of the ones on the edge of the Great Forest, and as such produced a higher number of warriors. This was always a necessity, as those from the metal cities would often come and cut the trees down from the Great Forest without permission. The gathering and trading of wood products was the purvey of the Merchants, who (as allowed by the Elders) traded according to a plan of cultivated sustainability. To harvest more wood than this compact allowed would be to endanger the Great Forest and shrink it in size. The greedy metal city people would come out from time to time and skirmish with the Vent'dar of the border. The Vent'rad skilled with magic favored damaging electricity spells to disrupt the delicate machinery of the vehicles the loggers would use and harm the loggers inside. Once they had defeated the loggers, they would disassemble their vehicles for parts and sell/trade them, or craft weapons and armor from them for themselves. They liked to do that in particular, as it let future loggers see what had become of their counterparts. Unfortunately, this did not discourage the greedy.

    The day he was captured, Vee was on his typical patrol on the border as a scout. Hooded figures appeared out of nowhere, and though he fought fiercely against him, he was incapacitated and captured, only to wake up in a cell in some sort of torture house. He had heard stories of atrocities done by the residents of metal city, but is that where he was? Many different languages screamed in agony made it difficult to pick out a familiar one. He immediately missed the calm sounds of the breeze passing through the trees, carrying on it the call of birds and insects and the smells of his people.

    RP Expenditure
    10rp plant
    0rp medium size
    -2rp mixed weakness (+2 STR, -2 DEX, +2 INT, -4 CHA)
    -1rp slow speed
    1rp craftsman +2 racial craft/profession with metal/wood
    2rp natural armor +1
    1rp improved natural armor +1
    -2rp vulnerable to fire
    2rp treespeech
    4rp blindsense 30ft