I like runes wrote:
Please don't forget about Nirialdar, and a slightly revised stat block,Here. And note, if the party needs something tricky rather than tanky, that can be accomplished by flipping Kineticist element from Earth to Aether.
GM_Panic wrote:
Ok, so lever action rifles (Henry Rifle, 1860) and revolvers (Colt Single Action Army, 1873), but no semi-automatics... (and Gatling Guns, 1861 - but those aren't man portable).
I like runes wrote:
Thanks for catching that. Should a Monk's Robe be on my future shopping list? Revised Stat Block: Nirialdar
Deity: The Eldest
Defense
CMD: 19=10 +1(bab)+0 (str) + 4 (dex) +1 (Dodge, Neried’s Grace)+4 (AC Bonus) – 1 size Offense BAB : +0
Talents
Stats
Feats: (Elephant in the Room)
Traits: Trapfinder (Campaign), Reactionary (Combat), Deathtouched (race) Skills 2*(4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP) Perception 2 ranks + 3 trained +1 wis
Background Skills (2*2 = 6 ranks)
Languages: Common, Sylvan, Draconic (int), Goblin (int),
I like runes wrote:
Nirialdar is a badass build. He's a tank: AC, HP, mobility and firepower... and will build towards clever tricks later. If it fit the group better, he could become much more of a trickster build by switching his element (Earth >> Aether).
Nirialdar Description:
3’2” tall (large for a gathlain – the tree-born trait), a shock of bright green hair, and male features. Clean shaven. His wings appear to be ash-wood and tobacco vines. Background:
Nirialdar was engendered in the first world from the seed of the great Usu tree (who’s branches hold the city of Selona). After drifting far, he sprouted in small community: Baldenton, near to Emergence (the city of machines). Nirialdar had a terrible encounter with a ghost, which is what brought forth his rare connection to the ethereal plane (which is what makes a kineticist). Although there were none in Baldenton who could train a budding kineticist, the mage Delgrim Sneed recognized Nirialdar’s gift. It was arranged to foster Nirialdar with the Nereid Fallahandra Wavekissed (who makes her home near the Frothripper waterfall, on the Isle of Kortos). Under her tutelage (over two decades), he was able to extend his gift to the water element; she taught him the basis of the Water Dancer’s art. Having completed his apprenticeship, left with a visiting group of pathfinders (who had come to consult Fallahandra about the history of Allegro College). As fey, he had found the discipline of the monk lifestyle difficult and little to his liking (Mechanically, a change to a Chaotic rather than Lawful alignment – he is an ex monk). Also, he has begun to feel a call from a different element (earth) than the water of the Wave Dancer tradition... He has come to Absalom with the pathfinders, and they, recognizing his unique talents, offered him the opportunity to earn membership... Stats:
Nirialdar
Deity: The Eldest
Defense
CMD: 22=10 +1(bab)+0 (str) + 4 (dex) +4 (Dodge, Neried’s Grace)+4 (AC Bonus) – 1 size Offense BAB : +0
Talents
Stats
Feats: (Elephant in the Room)
Traits: Trapfinder (Campaign), Reactionary (Combat), Deathtouched (race) Skills 2*(4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP) Perception 2 ranks + 3 trained +1 wis
Background Skills (2*2 = 6 ranks)
Languages: Common, Sylvan, Draconic (int), Goblin (int), Class Abilities:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. AC Bonus (Ex): When unarmored and unencumbered, the monk adds his
Unarmed Strike (1d4): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Elemental Focus (Su and Sp): A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can’t use his kinetic blast when armored or encumbered.
Nereid’s Grace (Su): When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.
Unarmed Strike: A water dancer gains the unarmed strike monk class feature but treats his unarmed strike damage as that of a monk 4 levels lower (minimum 1st level). Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields. Elemental Focus (Su) (Earth): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage. Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16. Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points. Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
1st: Extended Range Race Abilities:
+2 Dexterity, +2 Charisma, Fey: Gathlain are fey. Small: Gathlains are Small 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 CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks. Tree-Born: Some gathlains take after their tree ancestors, standing more firmly but moving more slowly. They have no Constitution penalty but have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability). This replaces the penalty to Constitution and alters speed. Low-Light Vision: Gathlains can see twice as far as humans in dim light. Natural Armor: Gathlains have a +1 natural armor bonus. Spell-Like Abilities: 1/day—entangle, feather step (caster level equals the gathlain’s character level). Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc. FCB: Kineticist
Equipment, 60 gp:
Magic Items: Wayfinder Weapons (15 gp): Cestus (5 gp), Short Sword (10 gp)
7.54 gp Build Development: Kin 2: Elemental defense (Shroud of Water), utility wild talent (Elemental Whispers – Hedgehog), Kin 3: Elemental overflow +1, infusion (Kinetic Blade) Kin 4: Utility wild talent (Earth Climb) Kin 5: Infusion (Entangling Infusion), infusion specialization 1, metakinesis (empower) Kin 6: Elemental overflow +2, internal buffer 1, utility wild talent (Tremorsense), FCB: Gather Power +1 Kin 7: Expanded element (Earth, Metal Blast, Kinetic Cover) Kin 8: Infusion specialization 2, utility wild talent (Expanded Defense, Flesh of Stone) Kin 9: Elemental overflow +3, infusion (kinetic whip), metakinesis (maximize) Kin 10: Utility wild talent (Earth Glide) Kin 11: Infusion(Wall), infusion specialization 3, internal buffer 2, supercharge Kin 12: Elemental overflow +4, utility wild talent (Shimmering Mirage) FCB: Gather Power +2
brvheart wrote:
I missed this, sorry, I will get an alias up ASAP. I haven't actually done the math on encumbrance; what did you end up with from Herolab?
Ok, I rolled for this, way back when, but apparently didn't get myself sufficiently organized to submit, so I'm gonna re-use that... pad300 wrote:
brvheart wrote:
No problem, here is a relatively complete version of: The Monkeyman (and Tweeter the monkey), Victor Nesteruk Description:
A one handed man with a monkey on his shoulder. 23 years old, ½ orc male. 6’ even, and 156 lbs, skin and bones. There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and glossy green skin. Prominent tusks and heavy eyebrows. Steel cap over the stump of his left hand (over a handkerchief). Has five visible daggers sheathed in various places The monkey on his shoulder is small, about 10 inches tall, and dressed up in a lamellar cuirass and a heavy wooden shield. Background:
Victor was born in Exeter province, to Kizziar (his dad) and Tevaga (his mom); he is a second generation 1/2 orc. He has four siblings (Tsadok (older brother), Davor (younger brother), Makoa (youngest brother), and his older sister Zeljka). The family lives in a small town south of Albor Broce. He lost his left hand to the jaws of a ghoul when he was 7, but was rescued by his uncle Makoa (yes, his younger brother was named after his uncle). Uncle Makoa, a shaman, was also the one who gave Victor his tribal tattoos, and taught him the shaman’s principles which let him take Tweeter as a familiar. He has fought witches in the Sundered Kingdoms (where he took his athame; he says it’s the best blade he ever owned). Since then, he’s been lured northwards by the stories of unbelievable wealth in Rappan Athuk Stats:
The Monkeyman (and Tweeter the monkey), Victor Nesteruk
Deity: Tykee
Defense
CMD: 22 =10 +6(bab)+0 (str) +5 (dex) +1 (dodge, Nimble) Offense BAB : +6
Stats
Feats: 1st Extra Traits
Traits:
Fools For Friends (Campaign)
Skills 26 =1*6+5*4 +6*0 (int) /lvl) (Ranks, NOT INCLUDING ACP) Perception 6 ranks + 3 trained +2 wis (+1 trapfinding vs traps)
Languages: Common, Class Abilities:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy (Ex) (Undead): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex)(+1): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Trapfinding (+1): A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps. Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache. Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.
Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay. Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay. Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check. Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level). Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
Flying Blade Training (Ex): At 5th level, a flying blade gains a +1 bonus on attack and damage rolls when using daggers or starknives in combat. When a flying blade wields a dagger or starknife, she gains the benefit of the Improved Critical feat with those weapons. Additionally, a flying blade increases the range increment of a thrown dagger or starknife by 5 feet. The increase of range increment stacks with that of precise throw.
Race Abilities:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
FCB: Swashbuckler = Human X5 = +1.25 panache Equipment (16000 gp):
Magic Items (10075 gp): Handy Haversack (2000 gp), + 2 cloak of resistance (4000 gp), Belt of Incredible Dexterity +2 (4000 gp), Ioun Torch (75 gp), Feather Token (Tree) 400 gp Weapons (2313): Athame +1 (2305) (Cults of the Sundered Kingdom, pg 44), 4 daggers (8 gp)
Tweeter, the monkey: Monkey Familiar (Protector Archetype) HD: 6
N Tiny animal
Equipment: Tiny Leather Lamellar Cuirass Barding, Tiny Darkwood Heavy Shield
[s]Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
All right, a front line type... This is the mechanical skeleton of the Monkeyman: Stats:
The Monkeyman (and Tweeter), ***
Deity: ???
Defense
CMD: 21 =10 +6(bab)+0 (str) +4 (dex) +1 (dodge, Nimble) Offense BAB : +6
Stats
Feats: 1st Combat Reflexes
Traits:
Fools For Friends (Campaign) Skills 26 =1*6+5*4 +6*0 (int) /lvl) (Ranks, NOT INCLUDING ACP) Perception 6 ranks + 3 trained +2 wis (+1 trapfinding vs traps)
Languages: Common, Class Abilities:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy (Ex) (????): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex)(+1): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Trapfinding (+1): A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps. Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache. Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.
Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay. Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay. Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check. Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level). Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
Flying Blade Training (Ex): At 5th level, a flying blade gains a +1 bonus on attack and damage rolls when using daggers or starknives in combat. When a flying blade wields a dagger or starknife, she gains the benefit of the Improved Critical feat with those weapons. Additionally, a flying blade increases the range increment of a thrown dagger or starknife by 5 feet. The increase of range increment stacks with that of precise throw.
Race Abilities:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
FCB: Swashbuckler = Human X5 = +1.25 panache Equipment (16000 gp):
Magic Items: Handy Haversack (2000 gp), + 2cloak of resistance (4000 gp) Weapons: Athame +1 (2305) (Cults of the Sundered Kingdom, pg 44)
Tweeter, the monkey:
Monkey Familiar (Protector Archetype) HD: 6
N Tiny animal
Equipment: Tiny Leather Barding, Tiny Darkwood Heavy Shield
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Obviously, his equipment is incomplete, and there are other bits to fill in, but I thought I had better put a marker down. Some questions for Brvheart:
2) Any suggestions for a ranger's favored enemy?
Toral Troutickler Description:
3’3” tall, brown hair, green eyes, clean-shaven. Complexion is youthful, but slighly weathered from a lot of time spent outdoors. Looks almost like a human child, 9 or 10 years old. He is actually 50 years old. He has a white scar on his left cheek (it has been there since birth), that looks like an animal fang. (This is his Aasimar feature) Background:
Toral is thirdborn to Boram and Marra Troutickler, in the town of Galduria. He had an older brother Miro. He has two sisters Rilka (older), and Etune (younger). His family are halflings, but somewhere in the woodpile, there is a celestial, as Toral is an aasimar. Toral was born in a small village (Two Deers), but halfling luck let Troutickler family escape (save for Miro unfortunately) when a giant raiding party levelled the place. They moved on to Galduria with little but the clothes on their back... The family is poor, but Marra is a good baker, and Boram a hard worker, so they got by. Toral is blessed with a rare connection to the ethereal plane (which is what makes a kineticist), and was perhaps even luckier when his family moved to Galduria (following the giant’s raid). One of the mages (Delgrim Sneed) at the Twilight Academy recognized his gift, and was able to arrange for Toral to be fostered with the Nereid Fallahandra Wavekissed (who makes her home in Ember Lake). Under her tutelage (over two decades), he was able to extend his gift to the water element; she taught him the basis of the Water Dancer’s art. However, he found the discipline of the monk lifestyle difficult and little to his liking (Mechanically, a change to a Neutral rather than Lawful alignment – he is an ex monk). Also, he has begun to feel a call from a different element than the water of the Wave Dancer tradition... After his apprenticeship, he has left the lake and come Sandpoint, seeking to use his gifts and avenge his family against giant-kind... Stats:
Toral Troutickler
Deity: Iomadae
Defense
CMD: 17=10 +0(bab)+0 (str) + 2 (dex) +3 (Dodge, Neried’s Grace)+3 (AC Bonus) – 1 size Offense BAB : +0
Talents
Stats
Feats:
Traits: Giant Slayer (Campaign), Purity of Faith (religion, Iomadae) Skills 1*(4+1(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP) Perception 1 ranks + 3 trained +1 wis +1 trait
Background Skills (1*2 = 1ranks)
Languages: Common, Sylvan(int), Class Abilities:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. AC Bonus (Ex): When unarmored and unencumbered, the monk adds his
Unarmed Strike (1d4): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Elemental Focus (Su and Sp): A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can’t use his kinetic blast when armored or encumbered.
Nereid’s Grace (Su): When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.
Unarmed Strike: A water dancer gains the unarmed strike monk class feature but treats his unarmed strike damage as that of a monk 4 levels lower (minimum 1st level). Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities. Race Abilities:
Aasimar (Idyllkin)
Small: 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. Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus
Variant Aasimar Abilities: Some aasimars are blessed or cursed with unusual abilities. GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability. The abilities presented here replace an aasimar's spelllike ability racial trait. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the aasimar's character level.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. FCB: Kineticist (Human) 0*(1/6) = 0
Equipment (60 gp):
Weapons (15 gp): Cestus (5 gp), Short Sword (10 gp)
27.44 gp Future Development: Follow on levels will be Kineticist.
@GM Nightmare Knight,
The Search Posts function does not appear to be functioning properly; it is not finding stuff it should: This shows all my posts under the pad300 alias..
But I have made at least one post where the phrase "Diamond Lake" is in the text: POST A, in the background spoiler. Another example
I know there are posts in thread with the name Andaisin in them: POST A (inside the spoiler) There may be more in thread (IIRC we have heard that name before), but I can't find them with this search engine.
GM Spazmodeus wrote:
Happy to see you step up to the plate. Yes, I am still interested...
Armond Caydenson
Background:
Armond was born in Korvasa, to Ilsa Zeferrin a “barmaid” (and whore), whose who’s alchemical protections failed her with a customer. He has never met his father (a visitor from the Meirani Forest); thus the surname Caydenson. She ended up leaving the world’s oldest profession as she got older, becoming a seamstress. She did not marry afterwards; things were tight while Armond grew up (and he assuredly doesn’t like it tight now). His active mind and curiosity drew the attention of a disreputable drunk; the sage Ricabbede Vospiculus. Armond has studied Occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
What Armond doesn’t know: how old that silver coin is. It’s actually one of a pair of funeral coins that were placed on the eyes of a ranger who fell fighting against Kyuss when he first rose to power, millenia ago. The coin is actually haunted by the spirit of said ranger, who is attempting to warn Armond about the threat posed by the coming ages of worms (thus the dreams). Motivation:
Armond has come to the Cairn Hills on the theory that there are still items of occult significance in the Cairns, which could make him rich. It also promises a limitless field for his curiosity… Goals:
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again… 2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something. Weakness:
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall… Appearance:
A youthful (29 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. Blonde hair, piercing green eyes, no facial hair. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of brown skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
Demeanour:
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Mechanics:
Mauro Ocella
Defense
CMD 16 = +0 Bab+4 Str+2 dex Offense
Feats:
Traits:
Skills (4+3(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Background Skills (2/lvl) (Ranks, skill roll)
Occult Skill Unlocks (Appraise, Perception) Languages: Common, Elven, Undercommon (int), Aklo(int), Draconic (int)
Class Abilities:
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Mental Focus : 6 (1 lvl + 3 int + 2 feat +0.5 FCB), Necromancy Implement – Funeral Coin (3 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1) Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)
Racial Abilities:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Equipment (140 gp):
Weapons (27 gp): Cestus (5 gp) Longsword (15 gp), 6 Chakrams (6gp), sling (0 gp), 20 bullets (1 gp) Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Future Mechanical Development: Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion at 10th
Dot For interest. This does sound a bit like a recruitment that didn't go anywhere a couple of years back...
So who's in? Submissions: Erebechi Bol Kon - pad300, part 1
Ophellia (Partial character sheet) - Smiles-a-lot Seth86 had a character concept, but I haven't found links to the character sheet...
Erebechi Bol Kon, revised background with new names... Background: When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Nkechinyere) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters (Chiamaka, and Kianga, twins, 11 years old) presumably among them. He made a pyre of the dead, and then set off in pursuit... The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn... He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow...
DM Slayde wrote:
Thank you for the quick reply.
@DM Slayde, a couple of questions about traits: 1) Is taking a campaign trait (from another AP) allowed? (Campaign Traits tend to be noticeably stronger than other traits... Specifically:
2) Is a Drawback allowed for an extra Trait?
EltonJ wrote:
Yep. But right now he has a problem. In the wilds, he could follow the slavers, no problem. He was able make his way through, and get the information he needed in Port Nyanzaru with magic and few judicious threats to eat people from the feet up... He can't play that game in Athkatla. He needs help from someone who has the skill to play in an urban environment, to find wherever his daughters got shipped off to...Also, I really need to put names on his daughters, but I wasn't getting anywhere with Chultan girl's names... I don't really like the name I came up with for his wife, so that may change as well.
Here's Erebechi Bol Kon, a Chultan import... Description:
Small(5’7”, 143 lbs)), wiry. Skin weathered past bronzed from being outdoors. Brown eyes and a hooked beak of a nose, a scruffy black hair and beard, with mild greying. Is rapidly wandering towards middle aged (33 years old). Demeanour:
Quiet, depressed and angry. If and when he catches up to the slavers, folks are gonna get hurt! Background:
When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Ufala) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters presumably among them. He made a pyre of the dead, and then set off in pursuit... The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn... He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow... Stats:
Erebechi Bol Kon CG Male Human
Defense AC: 22 = 10+3(dex) + 6 (armor) +1 (Armor Enhancement) + 2 (Shield)
CMD: 20 = 10 +7 (bab)+0 (str) + 3 (dex) Offense BAB : +7
Stats
Feats:
Vaporous Potion (Lvl 1)
Augment Summoning (Lvl 3)
Craft Wondrous Item (Lvl 5)
Natural Spell (Lvl 7)
Superior Summoning (Lvl 9)
Vital Strike (Saurian Shaman 9 Bonus Feat)
Traits:
Skills (10*(4+1 int +1 human+1 Finding Haleen) /lvl) (NOT INCLUDING ACP)
Spellcraft 10 ranks +3 trained +1 int
Background Skills (10*2 = 20 ranks)
Languages: Common, Chuultan, Sylvan (int), Druidic (class), Thorass (Linguistics) FCB: +1 HP * 10 + 1 Skill Point * 10 (Finding Haleen) Class Abilities:
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
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.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. (Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.) 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. Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability. (She can apply the young template to any reptile/dinosaur to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.) Wild Shape (Su) (12th level Dinosaurs, 8th level all others, 3/day +1 vestements +2 dinosaur shapes): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. This ability replaces wild shape.
Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. Race Abilities:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Equipment (62000 gp, ): Magic Items 8750 (CWI) Shifter’s Headband of Wisdom +4 5000 (CWI) Belt of +2 Con +2 Dex 16700 +1 Wild Agile Breastplate (Dragonhide) 1000 (CWI) Handy Haversack 4500 (CWI) Cloak of Resistance +3 1875 (CWI) Druid’s Vestment 3500 Ring of Eloquence 8000 (CWI) Amulet of Mighty Fists +1 Guided 4250 (CWI) Triceratops Helm (Renamed Helm of the Mammoth Lord) 2500 (CWI) Polymorphic Pouch 2250 (CWI) Cauldron of Overwhelming Allies 250 (CWI) Cracked Dusty Rose Prism Ioun Stone 375 (CWI) Snapleaf 750 Wand of Cure Light Wounds 200 (CWI) Feather Token: Tree (59900) Armor:
Gear
31 gp in assorted coinage
shajnal wrote:
Well suited it may be... But that doesn't mean I like it as a game. I am not well fond of fourth and fifth edition either. |