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[[Category:Disposable:Arctic Exploration]]
[[Category:Disposable:Arctic Exploration]]
[[Category:Disposable:Jesus and his superfriends save Xmas]]

Latest revision as of 21:04, 8 December 2009


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Spirit Shaman 5/Lanforged Walker 5 (ECL 10)
Race: Warforged
Alignment: LN | Size: M
Patron Deity: Becoming God
Abilities
Str 8 -1 | Dex 8 -1 | Con 10 +0 | Int 14 +2 | Wis 18{20} +5 | Cha 14 +2

Defense

AC: 17, Touch: 10, Flatfooted: 17
(-1 Dex, +5 armor, +2 natural, +1 deflection)

DR 2/slashing, 50% fortification, Resistance to cold 10 and electricity 10

HP: 53

Initiative: -1 Speed: 30'

Fort: 11, Reflex: 3, Will: 13

+4 vs mind-affecting, Protection from {Spirits}[phb 266]


Attacks

  • Slam +6 | 3d6 | 20x2 | B/P | +1

Space/Reach: 5 ft./5 ft. Base Attack: +6


Feats

  • 1st: Ironwood Body (RoE, p119)
    Armor bonus +3, penalty -3, max dex +4, dr 3/slashing
  • 3rd: Stable Footing (RoE, p101)
    No movement penalties for difficult terrain. +4 vs bull rush and trip when on the ground.
  • 6th: Silver Tracery (RoE, p120)
    Your natural weapons treated as silver. +1 to fort saves against spells and spell-like abilities.
  • 9th: Cold Iron Tracery (RoE, p119)
    Your natural weapons treated as cold iron. +1 to will saves against spells and spell-like abilities.


Skills

Languages: Common, Sylvan, Terran

Special Abilities

Landforged Walker

  • Body of Nature(su): Plating takes on a covering of {forest}. Body acts as your divine focus. +4 circumstance bonus to hide in {forest}.
Resistance to cold 10 and electricity 10
Natural armor improves by 2.
Beneficial herbs can be harvested 3/day as a move action. Remain potent for 1hr and can be consumed as a standard action. Each heals 25hp.
Immunity to polymorph effects and fortification improves to 50%.
  • Green Mind(ex): +4 bonus on saves vs mind-affecting spells and abilities.
  • Speak with Plants(sp): 1/day @ caster level 10. [phb 282]
  • Voice of Nature(sp): Commune with Nature 1/day @ caster level 10. [phb 211]
  • Plant Shape(su): 3/day wild shape into Small through Huge Plant forms. Effective druid level of 10.

Racial

  • Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

Features: As a living construct, a warforged has the following features.

  • A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A warforged possesses the following traits.

  • Unlike other constructs, a warforged has a Constitution score.
  • Unlike other constructs, a warforged does not have low-light vision or darkvision.
  • Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
  • A warforged cannot heal damage naturally.
  • Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
  • The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
  • A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
  • As a living construct, a warforged can be raised or resurrected.
  • A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him.

Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Spells

  • Caster Level: 9; Save DC = 12 + spell lvl
  • 5th - 3
Bite of the Weretiger [spc 28]
  • 4th - 5
Boreal Wind [fr 89]
  • 3rd - 7
Protection from Energy [phb 266]
Vigor, mass lesser [spc 229]
  • 2nd - 7
Blood Snow [fr 89]
Blinding Spittle [spc 32]
Embrace the Wild [spc 79]
  • 1st - 8
Camouflage [spc 43]
Updraft [spc 228]
Vigor, lesser [spc 229]
  • 0th - 6
Detect Magic [phb 219
Naturewatch [spc 146]
Read Magic [phb 269]

Spirit Shaman

  • Spirit Guide(Angel): Provides alertness feat
  • Wild Empathy(ex): Improve animals attitude similar to diplomacy. +9
  • Chastise Spirits(su): Deal 5d6 (Will 17half) to spirits within 30'.
  • Detect Spirits(sp): @will. Functions as detect undead. [phb 223]
  • Blessing of the Spirits(sp): Protection from spirits @ will, unlimited duration, takes 10 mins to cast. [phb 266]
  • Follow the Guide(su): When effected by enchantment can make a second save @ same DC the following round.