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== [[Image:Skull-icon.jpg|left]] Nathaniel Winter III ==
== Nathaniel Winter III ==


<div style="background:#98AFC7; float:right; padding:1em; color:#fff !important;">
<div style="background:#98AFC7; float:right; padding:1em; color:#fff !important;">
[[File:Nathaniel-oots.png]]
* [[Wild:PC/Nathaniel/Personality Profile|Personality Profile]]
* [[Wild:PC/Nathaniel/Personality Profile|Personality Profile]]
* [[Wild:PC/Nathaniel/Logsheet|Logsheet]]
* [[Wild:PC/Nathaniel/Logsheet|Logsheet]]
* [[Wild:PC/Nathaniel/Servants|Servants]]
* [[Wild:PC/Nathaniel/Racial|Racial]]
* [[Wild:PC/Nathaniel/Patron Deity|Patron Deity]]
* [[Wild:PC/Nathaniel/Patron Deity|Patron Deity]]
* [[Wild:PC/Nathaniel/Island|Island]]
* [[Wild:PC/Nathaniel/Island|Island]]
</div>
</div>
[[class:dreadNecromancer|Dread Necromancer]] 3
<!-- Breakdown - Class, including racial skill point
TN Medium Undead (Reptilian) ''formerly middle-aged human''<br/>
#  Class    BAB    FORT    REF    WILL    HD/DP  Skill  Feats
'''Init''' +2; '''Senses:''' Low-light Vision, Darkvision 60'; Notice +7
1  Arch    0.50  2.50    0.33  2.50    6/?      36      1HD, human
<hr>
2  Arch    0.50    .50    0.33    .50    6/?      9      -
'''AC:''' 18; '''Touch:''' 13; '''Flat-footed:''' 17<br/>(+3 dex; +4 armor; +1 shield)<br/>
3  Arch    0.50    .50    0.33    .50    6/?      9      3HD
'''HP:''' 22 (3d12, 9HD for turning)<br/>
4  Arch    0.50    .50    0.33    .50    6/?      9      -
'''DR''' 2/Magic and Bludgeoning<br/>
5  Arch    0.50    .50    0.33    .50    6/?      9      -
<hr>
6  Arch    0.50    .50    0.33    .50    6/?      9      6HD
'''Fort:''' +3, '''Ref''' +6, '''Will''' +8<br/>
7  Arch    0.50    .50    0.33    .50    6/?      9      -
+2 profane to Will saves to resist ''Control Undead''<br/>
8  Arch    0.50    .50    0.33    .50    6/?      9      -
'''Immune''' All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).<br/>
====================================================================================
'''Defense''' Necromantic ring appears to block physical damage.
8            4.00  6.00    2.66  6.00              99      4
<hr>
 
Maxed skills (for free): Profession (Storyteller) and Knowledge (Religion)
Bonus skill points: 1 rank to Profession (Scribe)
Strength counts as one higher for carrying capacity
Daryl Points: 5 for Draconic Archivist
 
-->
'''Archivist 8''' LN(E) Medium Undead (Reptilian) ''formerly middle-aged human''<br/>
'''Init''' +2; '''Senses:''' Low-light Vision, Darkvision 60'; Spot/Listen +7<br/>
'''Action Points:''' 10
 
=== Defense ===
 
'''AC:''' 17; '''Touch:''' 13; '''Flat-footed:''' 14 (+3 dex; +4 armor)<br/>
'''HP:''' 67 (8d12, 13HD for turning)<br/>
'''Fort:''' +6 (8), '''Ref''' +5 (7), '''Will''' +9 (11) | +2 profane to Will saves to resist ''Control Undead''<br/>
<small style="line-height:1.2em">'''Immune''' All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).</small>
 
=== Offense ===
 
'''Speed:''' 30'; Climb 15'<br/>
'''Speed:''' 30'; Climb 15'<br/>
'''Melee:''' Charnel Touch +0 (1d8 20&times;2) <br/>
'''Melee:''' Gauntlet, Spiked +3 (1d4 20&times;2) <br/>
'''Ranged:''' Tongue +4 (no dmg / 10')  Next tongue attack delivers filth fever (1d3 Dex/1d3 Con, Fort 13)<br/>
'''Ranged:''' Tongue +7 (no dmg / 10')<br/>
'''Ranged:''' Longbow +5 (1d8 / 20&times;3 / 100')<br/>
'''Ranged:''' Light Crossbow +8 (1d8 / 19&times;2 / 80' / Move to reload)<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +1<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +4; '''Grapple:''' +3<br/>
<hr>
'''Class Spells''' CL3 '''DC''' 13+lvl (14+lvl Necromancy)<br/>
'''Close''' 30' [6] '''Medium''' 130' '''Long''' Far<br/>
*'''1st (6/day)'''
** '''<span style="color:grey;">Debuff</span>'''
** '''Bane:''' VS; 1 min@CL; 50' burst on you; Enemies take -1 on attack rolls and saves against fear (Will Neg)
** {{Nec}}'''Cause Fear:''' VS; Close; Frightened 1d4 rnds (Will shaken for 1 rnd)
** {{Nec}}'''Doom:''' VS; Medium, 1 min@CL; One subject shaken (-2 on attack rolls, saves, and checks. Will neg).
** '''<span style="color:grey;">Attack</span>'''
** {{Nec}}'''Bestow Wounds <sup>HoH</sup>:''' VSM (10gp); Touch, tranfer 1hp/lvl to another (Fort neg)
** {{Nec}}'''Chill Touch:''' VS; One touch/level deals 1d6 neg, 1 Str damage (Fort neg str dmg)
** {{Nec}}'''Inflict Light Wounds:''' VS; Touch deals 1d8 damage +1/level (max +5). (Will half)
** {{Nec}}'''Ray of Enfeeblement:''' VS; Close, 1 min@CL; Ranged touch attack does 1d6 +1 per two CL (maximum 1d6+5). The subject’s Strength score cannot drop below 1.
** '''Summon Undead I <sup>SpC</sup>:''' VS; Summons undead to fight for you. [http://www.drinkinganddragons.com/d20final/srd/monsters/skeleton.htm Human Warrior Skeleton] or [http://www.drinkinganddragons.com/d20final/srd/monsters/zombie.htm Kobold Zombie]
** '''<span style="color:grey;">Utility</span>'''
** '''Detect Magic:''' VS; Detects spells and magic items within 60 ft.
** '''Detect Undead:''' VSM; Reveals undead within 60 ft.
** {{Nec}}'''Gentle Repose:''' VSM: Touch, Preserve corpse for 1/day per level.
** '''Hide from Undead:''' VS; 1 touched creature@CL, 10 min@CL; Undead can’t perceive one subject/level. Intelligent undead get a Will save to negate.
** '''Undetectable Alignment:''' VS; Conceals alignment for 24 hours.
** '''<span style="color:grey;">Spell Domain 1/day</span>'''
** '''Mage Armor''' VSF; 1 hour@CL; +4 armor bonus
'''Special Attacks''' Negative Energy Burst 1/day; Hag's Eye (1/day gaze attack, paralysis [Fort DC13 neg])
<hr>
'''Abilities''' Str 8 -1 | Dex 16 +3 | Con ---  | Int 15 +2 | Wis 17 +3 | Cha 17 +3 <br/>
*'''Feats'''<br/>
** Hu: Lifebond (+4 turn resistance and +2 saves)
** 1: Arcane Disciple (Spell domain)
** D: Spell Focus (Necromancy)
** 3: Corpsecrafter (Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.)
*'''Skills'''
** Concentration +9
** Deception +6
** Influence +6
** Knowledge (History) +6
** Knowledge (Religion) +7 <!-- Always at highest for free -->
** Notice +8
** Perform (Oral Tradition) +5
** Profession (Storyteller) +9 <!-- Always at highest for free -->
** Spellcraft +7
** Stealth +13 <!-- +10 from Chameleon template -->
** Survival +5
** Languages: Giant, Sylvan
<!--
==================================================================================
Int = 2
Dread 1: (2+int)*4 +4hu = 20 = K-history 4 and Spellcraft 4 are prereqs, Conc 4
                                Deception, Influence, Survival, Notice 2 each
Dread 2:  2+int+1hu    = 5  = Spell, Conc, Perform 1 each, Notice 2
Dread 3:  2+int+1hu    = 5  = Conc, Deception, Influence, Perform (Oral T), Notice
================================================================================== -->


*'''Action Points:''' 6
{{Page-break}}
*'''Daryl Points:''' 0
<hr>
'''Items''' Longbow, mw (375gp/3#), arrows (1gp/3#), Mithral Shirt (1,100gp/10#), Mithral Buckler (1,015gp/2.5#), Hat of Disguise (1,800gp), Backpack (2gp/2#)
<hr>
'''Charnel Touch (Su):''' Negative energy flows through a dread necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.


'''Negative Energy Burst (Su)''' 1/day; 5' radius, 3d4 damage to living/healing to undead, Will DC 14 (10+&frac12;+cha mod)
=== Spells & Consumables ===


'''Rebuke undead (Su):''' 6/day; A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body.
'''Spells''' CL8 '''DC''' 14+lvl '''Close''' 45' [8] '''Medium''' 180' '''Long''' Far<br/>
{|
| valign="top" width="45%" |
*'''4th (4)'''  
** '''Dismissal''' [S-only&times;1]
** Divination
** '''Freedom of Movement''' [S&times;1]
** Haste
** Holy Transformation, Lessor - Extended and provides breastplate, heavy shield and a longsword.
** Imbue with Spell Ability
** '''Inflict Critical Wounds''' [P-only&times;1] ''4d8+9''
** '''Planar Tolerance''' [S&times;1]
** Shield of Faith, Mass ''+3 deflection''
** '''Swim, Mass*''' [S&times;1]
** Summon Undead 4


'''Lich Body''' Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 2/ bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.
*'''3rd (5)'''
** Animate Dead
** Bestow Curse
** Inflict Serious Wounds ''3d8+7''
** Magic Vestment
** Recitation ''+2 AC/att/saves''
** '''Resist Energy Mass ''Resist 20''''' [S&times;1]
** Speak with Dead
** Summon Undead 3
** '''Vigor, Mass Lessor*''' [S&times;1]
** Vine Mine ''Medium, 10*CL radius, multiple effects'' (Gained after going into town)
| valign="top" width="45%" |
*'''2nd (5)'''
** Barkskin  ''Touch, +3 natural AC''
** '''Bull's Strength''' [S&times;1]
** Close Wounds ''Swift, 1d4+5''
** Cure Moderate Wounds*
** Decomposition ''Living enemies w/i 50' bleed for 3 after taking a wound''
** Desecrate
** Divine Insight
** '''Divine Protection''' [S&times;1] ''+1 morale AC/Saves, 20'rad, CL@min''
** Fins to Feet*
** '''Invisibility''' [S&times;3]
** '''Inflict Moderate Wounds''' [P-only&times;1] ''2d8+3''
** '''Lesser Restoration''' [S&times;2]
** '''Silence''' [S&times;3]
** '''Snake's Swiftness Mass''' [S&times;3] [W&times;47]
** '''Spiritual Weapon''' [S&times;1] ''dagger +6 / 1d8+2''
** '''Swim''' [S&times;2] ''1 round cast, medium, 10min@CL''
** '''Summon Undead 2''' [S&times;2]


=== Chameleon Creature ===
*'''1st (6)'''
** '''Bless''' [S&times;1]
** Cure Light Wounds
** Cause Fear
** Conviction ''+2 morale saves''
** '''Faerie Fire''' [S-only&times;2]
** Gentle Repose
** Grease
** '''Hide from Undead''' [S-only&times;1]
** '''Inflict Light Wounds''' [W&times;34]
** Longstrider
** '''Magic Weapon''' [S&times;3] [P&times;1]
** '''Obscuring Mist''' [S&times;2]
** '''Shield of Faith''' [S&times;2] ''+3 deflection AC''
** Skeletal Companion
** Summon Undead I
** Updraft


"Chameleon creature" is an inherited template that can be added to any corporeal creature except a construct, undead, or elemental (referred to hereafter as the base creature). '''This template was applied preundead state.'''
*'''0th (4)''' All cleric zeros
|}
<nowiki>*</nowiki> Spell are in the ship's spellbook
<hr>


'''Size and Type:''' Type remains the same, but it has the reptilian subtype. Sized unchanged.
*'''Orbs''' ''full round action to activate, provokes AoO; releases all spells inside as if cast by smasher; CL 7 each''
** Protection from Law 7min (+2 AC/Saves; Hedge); Protege 7min (grant bardic abilities as a 3rd level Bard; +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.)
{{Page-break}}
=== Special Abilities ===


'''Attacks:''' A chameleon creature has a tongue attack with a 10' reach. This attack deals no damage, but it is especially useful for delivering touch spells.
==== Offensive ====


'''Speed:''' Gains a climb speed equal to 1/2 creatures highest nonflying speed.
'''Contagion (Ex, Usable once)''' Touch; Fort DC 13 (negates) or [http://www.drinkinganddragons.com/dndrupal/spell/contagion contract a disease from this list]. <br/>
'''Curse of the Sea Witch (Sp) 1/day:''' As ''Bestow Curse'' except only "other" curses and may be removed by spending an hour one mile away from all large bodies of water. (Stormwrack, p68) <br/>
'''Dark Knowledge 5/day''' Tactics (Bonus to hit); Puissance (w/i 60'; Bonus to saves); Foe (+xd6) : 15 = +1; 25 = +2; 35 = +3
{|
| valign="top" width="30%" |
* Arcana (constructs, dragons, magical beasts)
* Dungeoneering (aberrations)
| valign="top" width="30%" |
* Nature (fey, giants)
* Religion (undead)
| valign="top" width="30%" |
* The planes (outsiders, elementals)
|}


'''Special Qualities:''' Gains low-light vision.
==== Utility ====


'''Skills:''' +10 racial to Hide; +4 racial to Move Silently
'''Bardic Knowledge''' +11<br/>
'''Boots of Jump''' (Swift, +20)<br/>
'''Contingent ''Blindsight, Greater''''' Immediate action; Grants Blindsight 60' and lasts 11 minutes.
{{Page-break}}
=== Statistics ===


'''Level Adjustment:''' +1
'''Abilities''' Str 8 -1 | Dex 16 +3 | Con ---  | Int 18 +4 | Wis 17 +3 | Cha 15 +2  <br/>
 
*'''Feats''' Hu: Lifebond (+4 turn resistance and +2 saves); 1: Archivist of Nature (Giants &amp; Fey); A1: Scribe Scroll; D: Draconic Archivist (Dragons &amp; Constructs); 3: Corpsecrafter; 6: Bolster Resistance (+4 turn res)
=== Necropolitan ===
*'''Daryl Points:''' 1
*'''Skills'''
{|
| valign="top" width="30%" |


“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature).
;Acrobatics (Dex) (0 ranks)
: [[d20:skills.htm#balance|Balance]] +3
: [[d20:skills.htm#tumble|Tumble]] +3


A necropolitan speaks any languages it knew in life, and it has all the base creature’s statistics and special abilities except as noted here.
;Athletics (Str) (0 ranks)
: [[d20:skills.htm#climb|Climb]]  -1
: [[d20:skills.htm#jump|Jump]]  -1 (+19 with Boots)
: [[d20:skills.htm#swim|Swim]] -1


'''Size and Type:''' The creature’s type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
;Animals (Cha) (0 ranks)
: [[d20:skills.htm#handleanimal|Handle Animal]] +2
: [[d20:skills.htm#ride|Ride]] +2


'''Hit Dice:''' Increase to d12.
;Concentration (Con) (10 ranks)
: [[d20:skills.htm#autohypnosis|Autohypnosis]] +10
: [[d20:skills.htm#concentration|Concentration]] +10


'''Special Qualities:''' A necropolitan retains all the special qualities of the base creature and gains those described below.
;[[d20:skills.htm#craft|Craft]] (Int) +4
: Skill (0 ranks)


'''Resist Control (Ex):''' Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.
;Deception (Cha) (6 ranks)
: [[d20:skills.htm#bluff|Bluff]] +8
: [[d20:skills.htm#disguise|Disguise]] +8 (+18 hat)


'''Turn Resistance (Ex):''' A necropolitan has +2 turn resistance.
;[[d20:skills.htm#heal|Heal]] (Wis) (2 ranks) +5


'''Unnatural Resilience (Ex):''' Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.
;Influence (Cha)(6 ranks)
: [[d20:skills.htm#diplomacy|Diplomacy]] +8
: [[d20:skills.htm#intimidate|Intimidate]] +8


'''Abilities:''' Same as the base creature, except that as undead creatures, necropolitans have no Constitution score.
| valign="top" width="30%" |


'''Advancement:''' By character class.
;Inspect (Int) (0 ranks)
: [[d20:skills.htm#appraise|Appraise]] +4
: [[d20:skills.htm#search|Search]] +4


'''Level Adjustment:''' Same as the base creature. (Becoming a necropolitan involves losing a level—see Ritual of Crucimigration, below—so the advantages of the undead type cancel out what would other wise be a larger adjustment.)
;Legerdemain (Dex) (0 ranks)
: [[d20:skills.htm#escapeartist|Escape Artist]] +3
: [[d20:skills.htm#sleightofhand|Sleight of Hand]] +3


=== Undead Type ===
;Linguistics (Int) (3 ranks)
: [[d20:skills.htm#decipherscript|Decipher Script]] +9
: [[d20:skills.htm#forgery|Forgery]] +9


Undead are once-living creatures animated by spiritual or supernatural forces.
;Mechanics (Dex) (0 ranks)
: [[d20:skills.htm#disable device|Disable Device]] +3
: [[d20:skills.htm#openlocks|Open Locks]] +3


'''Features'''
;Notice (Wis) (4 ranks)
: [[d20:skills.htm#listen|Listen]] +7
: [[d20:skills.htm#spot|Spot]] +7


An undead creature has the following features.
;[[d20:skills.htm#perform|Perform]] (Oratory/Storytelling) (Cha) (11 ranks) +13


* 12-sided Hit Dice.
;[[d20:skills.htm#profession|Profession]] (Barrister) (Wis) (2 ranks) +5
* Base attack bonus equal to ½ total Hit Dice (as wizard).
;[[d20:skills.htm#profession|Profession]] (Hunter) (Wis) (1 ranks) +4
* Good Will saves.
;[[d20:skills.htm#profession|Profession]] (Scribe) (Wis) (1 ranks) +4
* Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.


'''Traits'''
;Streetwise (Wis) (2 ranks)
: [[d20:skills.htm#gatherinformation|Gather Information]] +5
: [[d20:skills.htm#sensemotive|Sense Motive]] +5


An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
| valign="top" width="30%" |


* No Constitution score.
;Spellcraft (Int) (3 ranks)
* Darkvision out to 60 feet.
: [[d20:skills.htm#psicraft|Psicraft]] +7
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
: [[d20:skills.htm#spellcraft|Spellcraft]] +12
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
* Undead do not breathe, eat, or sleep.


;Dispelling Turning
;Stealth (Dex) (7 ranks)
:An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).
: [[d20:skills.htm#hide|Hide]] +20 (+10 racial)
: [[d20:skills.htm#movesilently|Move Silently]] +14 (+4 racial)


;Bolstering Undead
;Survival (Wis) (0 ranks)
:An evil cleric may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.
: [[d20:skills.htm#survival|Survival]]
: [[d20:skills.htm#userope|Use Rope]]


=== Fear Condition Summaries ===
;Use Magic (Int) (0 ranks)
'''1. Shaken''' A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
: [[d20:skills.htm#usemagicdevice|Use Magic Device]] 
: [[d20:skills.htm#usepsionicdevice|Use Psionic Device]]


'''2. Frightened''' A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.  
;[[d20:skills.htm#knowledge|Knowledge]] (Arcana, Dungeoneering, History, Nature, Religion, Planes) (10 ranks) +14 (+16 religion, +21 arcana)
::'''Frightened optional rule from Heroes of Horror''' With this optional rule for the frightened condition, a character who is frightened is not forced to flee from the source of her fear. Instead, this condition imposes a –4 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature subjected to another similar effect (but not the same spell or effect) becomes panicked instead. This optional rule allows fear to escalate more slowly and allows for more differentiation between the panicked and frightened conditions.


'''3. Panicked''' A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
;Initiative (n/a) (0 ranks)


'''Escalating Fear, from Heroes of Horror''' Fear breeds fear. A character who is shaken becomes more susceptible to fear effects: If another effect would make him shaken again, he becomes frightened instead. If an effect would make him frightened, he instead becomes panicked. Similarly, an already frightened character who is subjected to another fear effect becomes panicked.
;[[d20:skills.htm#speaklanguage|Speak Language]]
: Replacing Common: Ignan
: Int: Elvish, Dwarven, Infernal, Giant


As a general rule, multiple exposures to the same spell or effect do not trigger this escalation of fear. Thus, casting doom on a target twice does not make it frightened. However, casting doom and then cause fear will create a heightened state of fear: The target is panicked if it fails its save against cause fear, or frightened if it succeeds (assuming it already failed its save against the doom, of course). Similarly, a character fi ghting two dragons does not become frightened if the frightful presence of both dragons would make her shaken—the two dragons’ frightful presence abilities are considered the same effect.
|}


The durations of the different fear effects are not relevant. If a creature subject to doom becomes panicked as a result of a cause fear spell, it is panicked for the full duration of cause fear, even if the doom spell’s duration expires before the cause fear spell’s duration does.


[[Category:Wild:PC]]
[[Category:Wild:NPC]]
[[Category:Wild]]
[[Category:Wild]]
[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:PC]]
__NOTOC__

Latest revision as of 06:45, 2 June 2016

Nathaniel Winter III

Archivist 8 LN(E) Medium Undead (Reptilian) formerly middle-aged human
Init +2; Senses: Low-light Vision, Darkvision 60'; Spot/Listen +7
Action Points: 10

Defense

AC: 17; Touch: 13; Flat-footed: 14 (+3 dex; +4 armor)
HP: 67 (8d12, 13HD for turning)
Fort: +6 (8), Ref +5 (7), Will +9 (11) | +2 profane to Will saves to resist Control Undead
Immune All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Offense

Speed: 30'; Climb 15'
Melee: Gauntlet, Spiked +3 (1d4 20×2)
Ranged: Tongue +7 (no dmg / 10')
Ranged: Light Crossbow +8 (1d8 / 19×2 / 80' / Move to reload)
Space: 5'; Reach: 5'; BAB: +4; Grapple: +3

Spells & Consumables

Spells CL8 DC 14+lvl Close 45' [8] Medium 180' Long Far

  • 4th (4)
    • Dismissal [S-only×1]
    • Divination
    • Freedom of Movement [S×1]
    • Haste
    • Holy Transformation, Lessor - Extended and provides breastplate, heavy shield and a longsword.
    • Imbue with Spell Ability
    • Inflict Critical Wounds [P-only×1] 4d8+9
    • Planar Tolerance [S×1]
    • Shield of Faith, Mass +3 deflection
    • Swim, Mass* [S×1]
    • Summon Undead 4
  • 3rd (5)
    • Animate Dead
    • Bestow Curse
    • Inflict Serious Wounds 3d8+7
    • Magic Vestment
    • Recitation +2 AC/att/saves
    • Resist Energy Mass Resist 20 [S×1]
    • Speak with Dead
    • Summon Undead 3
    • Vigor, Mass Lessor* [S×1]
    • Vine Mine Medium, 10*CL radius, multiple effects (Gained after going into town)
  • 2nd (5)
    • Barkskin Touch, +3 natural AC
    • Bull's Strength [S×1]
    • Close Wounds Swift, 1d4+5
    • Cure Moderate Wounds*
    • Decomposition Living enemies w/i 50' bleed for 3 after taking a wound
    • Desecrate
    • Divine Insight
    • Divine Protection [S×1] +1 morale AC/Saves, 20'rad, CL@min
    • Fins to Feet*
    • Invisibility [S×3]
    • Inflict Moderate Wounds [P-only×1] 2d8+3
    • Lesser Restoration [S×2]
    • Silence [S×3]
    • Snake's Swiftness Mass [S×3] [W×47]
    • Spiritual Weapon [S×1] dagger +6 / 1d8+2
    • Swim [S×2] 1 round cast, medium, 10min@CL
    • Summon Undead 2 [S×2]
  • 1st (6)
    • Bless [S×1]
    • Cure Light Wounds
    • Cause Fear
    • Conviction +2 morale saves
    • Faerie Fire [S-only×2]
    • Gentle Repose
    • Grease
    • Hide from Undead [S-only×1]
    • Inflict Light Wounds [W×34]
    • Longstrider
    • Magic Weapon [S×3] [P×1]
    • Obscuring Mist [S×2]
    • Shield of Faith [S×2] +3 deflection AC
    • Skeletal Companion
    • Summon Undead I
    • Updraft
  • 0th (4) All cleric zeros

* Spell are in the ship's spellbook


  • Orbs full round action to activate, provokes AoO; releases all spells inside as if cast by smasher; CL 7 each
    • Protection from Law 7min (+2 AC/Saves; Hedge); Protege 7min (grant bardic abilities as a 3rd level Bard; +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.)

Special Abilities

Offensive

Contagion (Ex, Usable once) Touch; Fort DC 13 (negates) or contract a disease from this list.
Curse of the Sea Witch (Sp) 1/day: As Bestow Curse except only "other" curses and may be removed by spending an hour one mile away from all large bodies of water. (Stormwrack, p68)
Dark Knowledge 5/day Tactics (Bonus to hit); Puissance (w/i 60'; Bonus to saves); Foe (+xd6) : 15 = +1; 25 = +2; 35 = +3

  • Arcana (constructs, dragons, magical beasts)
  • Dungeoneering (aberrations)
  • Nature (fey, giants)
  • Religion (undead)
  • The planes (outsiders, elementals)

Utility

Bardic Knowledge +11
Boots of Jump (Swift, +20)
Contingent Blindsight, Greater Immediate action; Grants Blindsight 60' and lasts 11 minutes.

Statistics

Abilities Str 8 -1 | Dex 16 +3 | Con --- | Int 18 +4 | Wis 17 +3 | Cha 15 +2

  • Feats Hu: Lifebond (+4 turn resistance and +2 saves); 1: Archivist of Nature (Giants & Fey); A1: Scribe Scroll; D: Draconic Archivist (Dragons & Constructs); 3: Corpsecrafter; 6: Bolster Resistance (+4 turn res)
  • Daryl Points: 1
  • Skills
Acrobatics (Dex) (0 ranks)
Balance +3
Tumble +3
Athletics (Str) (0 ranks)
Climb -1
Jump -1 (+19 with Boots)
Swim -1
Animals (Cha) (0 ranks)
Handle Animal +2
Ride +2
Concentration (Con) (10 ranks)
Autohypnosis +10
Concentration +10
Craft (Int) +4
Skill (0 ranks)
Deception (Cha) (6 ranks)
Bluff +8
Disguise +8 (+18 hat)
Heal (Wis) (2 ranks) +5
Influence (Cha)(6 ranks)
Diplomacy +8
Intimidate +8
Inspect (Int) (0 ranks)
Appraise +4
Search +4
Legerdemain (Dex) (0 ranks)
Escape Artist +3
Sleight of Hand +3
Linguistics (Int) (3 ranks)
Decipher Script +9
Forgery +9
Mechanics (Dex) (0 ranks)
Disable Device +3
Open Locks +3
Notice (Wis) (4 ranks)
Listen +7
Spot +7
Perform (Oratory/Storytelling) (Cha) (11 ranks) +13
Profession (Barrister) (Wis) (2 ranks) +5
Profession (Hunter) (Wis) (1 ranks) +4
Profession (Scribe) (Wis) (1 ranks) +4
Streetwise (Wis) (2 ranks)
Gather Information +5
Sense Motive +5
Spellcraft (Int) (3 ranks)
Psicraft +7
Spellcraft +12
Stealth (Dex) (7 ranks)
Hide +20 (+10 racial)
Move Silently +14 (+4 racial)
Survival (Wis) (0 ranks)
Survival
Use Rope
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Arcana, Dungeoneering, History, Nature, Religion, Planes) (10 ranks) +14 (+16 religion, +21 arcana)
Initiative (n/a) (0 ranks)
Speak Language
Replacing Common: Ignan
Int: Elvish, Dwarven, Infernal, Giant