Zasril

Wolf - Er'vian Delgoth Morgrave's page

13 posts. Alias of BloodWolven.


Strength 18
Dexterity 16
Constitution 20
Intelligence 12
Wisdom 12
Charisma 16

About Wolf - Er'vian Delgoth Morgrave

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AC: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2.

Defensive Abilities: A natural lycanthrope gains DR 10/silver in animal or hybrid form.

Change Shape (Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.
Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.

Er'vian Delgoth Morgrave, Draconic Bloodrager 4:

Male WereWolf Elf
shapechanger
LN Medium Humanoid
Init +3; Perception +1

Hybrid Form
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Defense
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AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 Dodge)
hp 47 (1d10+6); 10, 5, 3, 9, (DR 10/silver)
Fort +9, Ref +4, Will +2
Base Atk +4; CMB +8, CMD 21
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Offense
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Speed 40 ft. (armor 20 ft.)

Melee Runic Silver Dagger +8 (1d4+4/19-20 x2)
[dice=Claw]1d20+8-1[/dice] [dice=PA, damage]1d6+4+2[/dice]

[dice=Claw]1d20+8-1[/dice] [dice=PA, damage]1d6+4+2[/dice]
[dice=bite]1d20+8-1[/dice] [dice=PA, damage]1d8+4+2[/dice]

Special Attacks: Power Attack -1 attack, +2/+3 one handed/two handed damage

Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
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Statistics start, racial, template, wish, magical items, final,
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Str 16, - , +2, ++, ++, 18
Dex 14, +2, - , ++, ++, 16
Con 14, -2, +2, +4, +2, 20
Int 12, - , - , ++, ++, 12
Wis 10, - , +2, ++, ++, 12
Cha 14, +2, - , ++, ++, 16

Feats: (Racial as martial - extoic prof. courtblade (greatsword)), Power Attack, dodge, 2nd - Cleave, 3rd - Weapon Focus Elven courtblade (greatsword), 4th - Furious Focus

Traits:

Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str

Skills:
24
Acrobatics +10, (rank 4, CS +3, Dex +3) (-ACP)
Climb +9, (ranks 2, CS +3, Str +4) (- ACP)
Craft (Weapons) +5, (ranks 1, CS +3, Int +1)
Handle Animal +7, (ranks 1, CS +3, Cha +3)
Intimidate +10, (ranks 4, CS +3, Cha +3)
K (arcana) +6, (ranks 2, CS +3, Int +1)
Perception +10, (rank 4, CS +3, Wis +1, Racial +2)
Ride +7, (ranks 1, CS +3, Dex +3) (- ACP)
Spellcraft +5, (ranks 1, CS +3, Int +1)
Survival +6, (ranks 2, CS +3, wis +1)
Sense Motive +1, (ranks 0, Wis +1)
Swim +9, (ranks 2, CS +3, Str +4) (- ACP)

Languages: Common, Elven, Draconic

Appearance:

Tall and lean this elf holds his posture straight and true, all 6’0”. Many would call his wirey frame of 170 lbs. weak, but he knows just like the yew tree you must bend or you will break. He wears the ageless youth just like his kin, appearing in his twenties when actual age can not be said. His hair is kept short for practical matters, his raven black locks are straight for the most part barely touching his pointy ears. His eyes are always watching, keeping that keen lookout for any hint of danger, be ware of those emerald eyes for they have taken the hearts of many. His tan skin is spotted with freckles due to his time on the long weary road. His skin also shows those magical tattoos, but also the scars of many battles. His face has several scars, over his right eyebrow, under his left ear up to his temple and a strange one over his adam's apple. Though there are more these are the most predominant ones.

He wears simple leathers with scale mail over it. A dark red cloak with a hood. A backpack to keep his equipment in and a belt with many pouches. He also appears armed to the teeth with a few daggers here and there, a warhammer on his belt, an Elven Blade on his back, let alone a few javelins. You know you don't want to meet him in a dark alley way.

Gear:

acid (2) -
alchemist's fire (1) -
holy water (2) -

3 pp, 63 gp, 8 sp, 2 cp

On person: 4 belt pouches (chalk)(2), signal whistle, small steel mirror (1/2), coins (1/2), 3 daggers(3), Elven Court Blade (8), Warhammer (5), Cold Iron Guisarme (12), Javelin (2), Sling (-), Chain Shirt (25), Explorer's outfit (8), Backpack (2), 5 rations (5), 2 sacks(1), waterskin (4), 2 torches (2)flint and steel and tinder, and Mess kit(1). Total weight: 81

Magic items: Cloak of Resistance +1 (color?)

Mule with pack saddle to carry my gear: Bedroll(5), 5 bells, winter blanket(3), 2 Javelins (4), 10 sling bullets (5), 5 candles, spade (8), bottle of wine(1), 1/2 lb. of soap, fishing kit(3), gear maintenance kit(2), Ink (1 oz. vial), 2 inkpens, Journal (2). Total weight: ?

Fishing kit: This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).(3 lbs.)

Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)

Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Group Loot:
-
-
-

*Reference*
10 goblin poor quality leathers x 5 x 15% , 9 poor steel light shields x 5 x 15% , 5 poor dogslicers (short swords) x 10 gp x 15 %

Thus 10% +5% of item: 5gp+2 gp +5 sp=7gp 5sp,
4gp 5sp+2gp 2sp 5cp= 6gp 7sp 5cp,
5 gp + 2 gp 5 sp= 7 gp 5 sp.
Total= 20gp 17sp 5cp

The Story:

I have lived many eons, times have come and passed, I was never near the gods though they always used me. Many say when I leave their town, that I am an omen one of bad things to come or of the things that have already passed.

The tattoos on my body have been deciphered to be magical in nature. Many sages say that it is as if the gods inscribed them on my body, for they hold simple spells that I may release, though my penance for using them is the visions. I always go where the visions take me and I find friends, allies, and many enemies. They all die eventually normally by severe violence. I have even died many times, though I don’t know half the time if it was from a god knowing that I still have service to them and they add time or if it is an ally that survived. Of course I know if it is an ally at that time, though now I can’t remember. My journals have all been destroyed in the last time I died, in that fiery inferno of the Ifrit.

My sword is my weapon, and I have gone through many. Honestly my sword can tell where my story is. For now it is fresh from the forge, simple elven runes unblemished on its surface, no marks, burns, or corrosion. I begin my next life and I hope to find not an end to my work for I know that it will never end, but new allies to call friends and to make the most of the journey. For the Journey is what makes the man.

I am aptly named Thorn due to always being a Thorn in someone's side. :)

I am hoping that the equinox and me being here will be a good omen of times to be prosperous and good. Though I know better than to not be prepared. I have finished the creation of my blade, an Elven court blade, last night and have been using whet stones and other materials to sharpen it once more before heading out to face the day. My dear friend Nelly, a mule nays off to the side and I take a moment to brush her down and to give some attention to her.

Elven History:
He was a fellow soldier at that time with Sheldon, he wanders with the visions of the gods, he is called Omen Bringer for a reason.

They soldiered together first together for a few years until the great Green became a plague to our people.

Over the years we have seen each other here and there, but due to some responsibilities we would only be able to spend a day, if not a few hours, at most to catch up, never enough time.

3rd

Vital:
HP: 21/21 | AC: 18_ T: 14_ FF: 14 | Perception +2 | Initiative: +5 | F: +4 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +6, CMD: 19 | Speed: 30

Skills:
Acrobatics +6, Bluff -1, Climb +5, Diplomacy -1, Heal +0, Escape Artist +3, Handle Animal -1, Inimidate +3, K(eering) +7, Linguistics +2, Ride +5, Sense Motive +1, Stealth -1, Survival +5, Swim +5

Draconic Bloodline
Source Advanced Class Guide pg. 19 (Amazon)
At some point in your family’s history, a dragon interbred with your bloodline. Now, the sublime monster’s ancient power fuels your bloodrage.

Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness.

Bonus Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Dragon Form (Su): At 16th level, when entering a bloodrage, you can choose to take the form of your chosen dragon type (as form of the dragon II, but with average or good maneuverability, as you would gain from the dragon wings bloodrage power above).

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.