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== Nardu Miri-Miri Profile ==
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[[Image:nardu.jpg|200px]]<br />
[[DS:Nardu Miri-miri/Animal Companion|Animal Companion]]<br/>
[[:Image:Druid Spells (PH and SpC).pdf|Druid Spells]] (PDF)<br/>
[[DS:Nardu Miri-miri/Logsheet|Logsheet]]<br/>
[[DS:Nardu Miri-miri/History|History]]<br/>
[[Wild Shape Medium|Wild Shape Forms]]


Nardu hails from a lush world, raised and trained by it's tribes to be at harmony with the universe. During the rituals that would lead to his adulthood, Nardu was told the story of how he came to the tribe from beyond the moon. Visitors from off-world were not uncommon, but fairly rare. During one of these visits two ships were seen chasing and firing beams of light at each other, until one was badly damaged and crashed. Amoung the wreckage were a few survivors, including an orphaned infant.
|}
== Nardu Miri-miri (ECL 14) ==


The tribe hid the survivors well, and the other ship departed. Over the next few years the infant was raised by <NAME>, a kind but barren woman. The next time that a ship from beyond came, the survivors were happy for rescue. Nardu, now three, was given the choice to return to the black of space or stay with <NAME>. Nardu decided to let fade decide, and asked the village shaman to guide him by rolling the bones.
Druid (Traditionalist) 12/Monk 1/Heirophant 1<br/>
 
Being told the stories caused memories of this time to flood back into Nardu's mind. He ventured to the decades old wreckage and searched for clues. The only clue to his hertiage that he found was a single photo of a beautiful woman with a baby, and a uniformed man holding her. Burned by the crash, only the woman's face could be made out.
 
Nardu once again asked the shaman for guidance and the bones told him that it was time for him to leave and quest for the rest of his family. Nature and the universe will guide Nardu through the rest of the rites of adulthood during this journey. So Nardu ventured forth into the foreign realm of space, searching for his family...
 
== Nardu Miri-miri (ECL 3) ==
 
Druid (Traditionalist) 3<br/>
TN Medium Human<br/>
TN Medium Human<br/>
'''Init''' +0; '''Senses:''' Low-light; Listen +5, Spot +5
'''Init''' +0; '''Senses:''' Listen/Spot +24
<hr>
'''Buffs''' Longstrider (28 hours); Greater Magic Fang (24 hours); Superior Resistance (24hours)
<hr>
<hr>
'''AC:''' 10; '''Touch:''' 10; '''Flat-footed:''' 10<br/>
'''AC:''' 16; '''Touch:''' 16; '''Flat-footed:''' 16<br/>
(+0 Dex;)<br/>
(+0 Dex; +6 Wis)<br/>
'''HP:''' 00 (3d8+3)<br/>
'''HP:''' 72+26con (14d8+26)<br/>
'''Fort:''' +3, '''Ref''' +1, '''Will''' +3<br/>
'''Fort:''' +15 (13 base), '''Ref''' +7 (7 base), '''Will''' +19<br/>
+6 to all saves (S. Resistance)<br/>
+4 bonus on saving throws against the spell-like abilities of fey.<br/>
'''Immune''' Poison
<!-- ===================
<!-- ===================


   Druid: 3/0/3
   Druid: 8/4/8
    Monk: 2/2/2
Heirophant: 2/0/2
  Cloak: 1/1/1 


======================== -->
======================== -->
<hr>
<hr>
'''Speed:''' 30'<br/>
'''Speed:''' 30'<br/>
'''Melee (Standard):''' Weapon +2 (1d0+0 / crit 20x2)<br/>
'''Melee (Standard):''' Unarmed +15/10 (1d6 / crit 20x2)<br/>
'''Ranged (Standard):''' Weapon +2 (1d0+0 / crit 20x2 / 00')<br/>
'''Melee (Full):''' Flurry +13/+13/8 (1d6 / crit 20x2) <br/>Cannot flurry with natural attacks<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +2; '''Grapple:''' +2<br/>
'''Ranged (Standard):''' Sling +9/4 (1d4 / crit 20x2 / 50') <code>••••• •••••</code><br/>
'''Atk Options:''' <br/>
Stunning Fist 3/day (Stun; Fort DC20 Neg)<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +9/4; '''Grapple:''' +7<br/>
<hr>
<hr>
'''Druid Spells''' (CL 4) DC: 10+lvl<br/>
{{Page-break}}
'''Close:''' 30 [6] '''Medium:''' 130 '''Long:''' 520
'''Druid Spells''' (CL 14) DC: 16+lvl<br/>
*2nd (2):
'''Close:''' 50 [10] '''Medium:''' 220 '''Long:''' Far
*1st (3):
*7th (1): Transmute Metal to Wood
*0th (5):
*6th (2+b): Bite of the Werebear (+16 str, +2 dex, +8 Con, +7 NAC, Claw/Claw (1d8)/Bite (-2,2d8), Blind-fight, Power Attack); Superior Resistance
*'''Foci''' Omen of Peril (25gp); Creeping Cold (25gp)<!-- 3rd level foci ; Bottle of Smoke (50gp); Ice Lance (50gp); Nature's Rampart (100gp)-->
*5th (3+b): Owls Insight (+.5*CL to Wis for 1 hour)
*4th (4+b): Bite of the Wereboar (+4 str, +6 con, +8 NAC, bite 1d8+1.5*str, Blindfight); Arc of Lightning (11d6 elec, Ref half, no SR)
*3rd (4+b): Bite of the Werewolf (+2 str, +4 dex, +4 con, +4 NAC, bite 1d6+1.5*str, Blindfight); Greater Magic Fang (+1 att/dmg, 1hour@CL) x2; Thunderous Roar (Long, 20' radius, Fort half, then Ref or prone); Dehydrate (Medium, Fort Neg, 1d6+2 con dmg)
*2nd (5+b+b): Bite of the Wererat (+6 dex, +2 con, +3 NAC, bite 1d4+1.5str, Weapon Finesse); Nature's Favor (Swift, Ani touched, +2 luck att/dmg, 1min); Body of the Sun (5' radius, 2d4 fire Ref half); Decomposition (50' radius, enemies only, 3 bleed to wounded)
*1st (5+b+b): Longstrider &times;2; Snake's Swiftness &times;2; Updraft; Entangle
*0th (6): Guidance, Detect Magic, Cure Minor, Dawn (Swift), Purify Food and Drink
<hr>
<hr>
'''Abilities''' Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0 <br/>
'''Abilities''' Str 10 +0 | Dex 10 +0 | Con 14 +2 | Int 12 +1 | Wis 21 +5 (23 +6) | Cha 10 +0 <br/>
'''Feats'''  
* '''Feats'''  
*Hu: Sudden Extend<sup>CA</sup>
** Hu: Sudden Extend<sup>CA</sup>
*1st: Sudden Widen<sup>CA</sup>
** 1st: Intuitive Attack<sup>BoED</sup>
*3rd: Scribe Scroll(?)
** 3rd: Scribe Scroll
*6th: Natural Spell
** Monk1: Improved Unarmed Strike
*9th:  
** Monk1: Stunning Fist
'''Skills''' Concentration +5; Knowledge (Nature) +5; Listen +5; Spot +5; Survival +4<br/>
** 6th: Natural Spell
** 9th: Fast Wild Shape <sup>CD</sup>
** 12th: Companion Spellbond <sup>PH2</sup>
** Heir1: Quicken +4
* '''Skills'''  
** Concentration +17+con
** Knowledge (Nature) +12
** Knowledge (Religion) +16
** Handle Animal +12 (+16 with Ani Comp)
** Heal +6
** Listen +24
** Ride +1
** Sense Motive +16
** Spellcraft +4
** Spot +24
** Survival +16<br/>
<!-- =====================
<!-- =====================


   Druid 1: 16
   Druid 01: 16+4hu+4int (24 -- 4 each to Conc, K-Nature, Handle, Listen, Spot, & Survival)
   Druid 2: 4
  Druid 02: 4+1hu+1int (6 -- 1 each to the list above)
   Does not include Int
  Druid 03: 4+1hu+1int (6 -- 1 each to Listen, Spot; 4 to K-religion)
  Druid 04: 4+1hu+1int (6 -- 1 each to Listen, Spot, Survival, Concentration, K-Nature, Ride)
  Monk 01: 4+1hu+1int (6 -- 1 each to Listen, Spot; 2 to Concentration, Sense Motive)
  Druid 05: 4+1hu+1int (6 -- 1 each to Listen, Spot, Survival, Concentration, K-Nature, Handle Ani)
  Druid 06: 4+1hu+1int (6 -- 1 each to Listen, Spot, Survival, Concentration, K-Nature, Handle Ani)
   Druid 07: 4+1hu+1int (6 -- 1 each to Listen, Spot, Concentration, K-Nature; 2 in K-Religion)
  Druid 08: 4+1hu+1int (6 -- 1 each to Listen, Spot, Concentration; 3 in Spellcraft)
  Druid 09: 4+1hu+1int (6 -- 1 each to Listen, Spot, Concentration; 3 in Sense Motive )
  Druid 10: 4+1hu+1int (6 -- 1 each to Listen, Spot, Concentration; 3 in Sense Motive )
  Druid 11: 4+1hu+1int (6 -- 1 each to Listen, Spot, Concentration; 3 in K-Religion )
 
  Druid 12: 4+1hu+1int (6 -- 1 each to Listen, Spot, Concentration; 3 in K-Religion )
  Druid 13: 4+1hu+1int (6 -- 1 each to Listen, Spot, Concentration; 3 in K-Religion )
  Hierophant 1: 2+1hu+1int (4 -- 1 each to Listen, Spot; 2 in Sense Motive)
   --------------
  Total:  103


========================== -->
========================== -->
'''Gear''' XX - 50gp for foci
<hr>   
<hr>   
'''Nature Sense''' (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.  
*'''Nature Sense (Ex)'''<br/>A druid gains a +2 bonus on Knowledge (nature) and Survival checks.  
 
*'''Wild Empathy (Ex)'''<br/>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. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.<br/>The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br/>To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.<br/>A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
 
*'''Woodland Stride (Ex)'''<br/>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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
 
*'''Trackless Step (Ex)'''<br/>A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
 
*'''[[Wild Shape Medium|Wild Shape [Large] or [Tiny]] or Plant] (Su) 4/day'''<br/>The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. 


'''Wild Empathy''' (Ex): Diplomacy for animals, with a -4 penalty.
*'''AC Bonus (Ex)''' When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.


'''Woodland Stride''' (Ex): Natural impairments to movement do not hinder.
*'''Flurry of Blows (Ex)''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. A monk must use a full attack action to strike with a flurry of blows.


'''Trackless Step''' (Ex): Cannot be tracked, unless desiring to be.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.


'''Animal Companion'''
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.


*'''Weapon and Armor proficiencies'''
**Club, crossbow (light or heavy), dagger, dart, handaxe, javelin, kama, nunchaku, quarterstaff, scimitar, sai, shuriken, siangham, sickle, shortspear, sling, spear, and all natural attacks (claw, bite, and so forth) of any form he assumes with wild shape.
**Light and medium nonmetal armor, all shields (except tower).


== Build Notes ==
== Build Notes ==
*Do you use the polymorph errata, specifically how they changed it so that your Con does not change when you poly/wild shape? Would the PC retain original HP or gain/lose based on the new form's Con?
*[[:Image:Dragonstar-chargen.pdf|Dragonstar Character Generation (PDF)]]


[[Category:DS:PC]]
[[Category:DS:PC]]
[[Category:DS]]
[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:PC]]

Latest revision as of 06:45, 2 June 2016

Nardu.jpg
Animal Companion
Druid Spells (PDF)
Logsheet
History
Wild Shape Forms

Nardu Miri-miri (ECL 14)

Druid (Traditionalist) 12/Monk 1/Heirophant 1
TN Medium Human
Init +0; Senses: Listen/Spot +24


Buffs Longstrider (28 hours); Greater Magic Fang (24 hours); Superior Resistance (24hours)


AC: 16; Touch: 16; Flat-footed: 16
(+0 Dex; +6 Wis)
HP: 72+26con (14d8+26)
Fort: +15 (13 base), Ref +7 (7 base), Will +19
+6 to all saves (S. Resistance)
+4 bonus on saving throws against the spell-like abilities of fey.
Immune Poison


Speed: 30'
Melee (Standard): Unarmed +15/10 (1d6 / crit 20x2)
Melee (Full): Flurry +13/+13/8 (1d6 / crit 20x2)
Cannot flurry with natural attacks
Ranged (Standard): Sling +9/4 (1d4 / crit 20x2 / 50') ••••• •••••
Stunning Fist 3/day (Stun; Fort DC20 Neg)
Space: 5'; Reach: 5'; BAB: +9/4; Grapple: +7


Druid Spells (CL 14) DC: 16+lvl
Close: 50 [10] Medium: 220 Long: Far

  • 7th (1): Transmute Metal to Wood
  • 6th (2+b): Bite of the Werebear (+16 str, +2 dex, +8 Con, +7 NAC, Claw/Claw (1d8)/Bite (-2,2d8), Blind-fight, Power Attack); Superior Resistance
  • 5th (3+b): Owls Insight (+.5*CL to Wis for 1 hour)
  • 4th (4+b): Bite of the Wereboar (+4 str, +6 con, +8 NAC, bite 1d8+1.5*str, Blindfight); Arc of Lightning (11d6 elec, Ref half, no SR)
  • 3rd (4+b): Bite of the Werewolf (+2 str, +4 dex, +4 con, +4 NAC, bite 1d6+1.5*str, Blindfight); Greater Magic Fang (+1 att/dmg, 1hour@CL) x2; Thunderous Roar (Long, 20' radius, Fort half, then Ref or prone); Dehydrate (Medium, Fort Neg, 1d6+2 con dmg)
  • 2nd (5+b+b): Bite of the Wererat (+6 dex, +2 con, +3 NAC, bite 1d4+1.5str, Weapon Finesse); Nature's Favor (Swift, Ani touched, +2 luck att/dmg, 1min); Body of the Sun (5' radius, 2d4 fire Ref half); Decomposition (50' radius, enemies only, 3 bleed to wounded)
  • 1st (5+b+b): Longstrider ×2; Snake's Swiftness ×2; Updraft; Entangle
  • 0th (6): Guidance, Detect Magic, Cure Minor, Dawn (Swift), Purify Food and Drink

Abilities Str 10 +0 | Dex 10 +0 | Con 14 +2 | Int 12 +1 | Wis 21 +5 (23 +6) | Cha 10 +0

  • Feats
    • Hu: Sudden ExtendCA
    • 1st: Intuitive AttackBoED
    • 3rd: Scribe Scroll
    • Monk1: Improved Unarmed Strike
    • Monk1: Stunning Fist
    • 6th: Natural Spell
    • 9th: Fast Wild Shape CD
    • 12th: Companion Spellbond PH2
    • Heir1: Quicken +4
  • Skills
    • Concentration +17+con
    • Knowledge (Nature) +12
    • Knowledge (Religion) +16
    • Handle Animal +12 (+16 with Ani Comp)
    • Heal +6
    • Listen +24
    • Ride +1
    • Sense Motive +16
    • Spellcraft +4
    • Spot +24
    • Survival +16

  • 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. 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.
    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
  • Woodland Stride (Ex)
    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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
  • Trackless Step (Ex)
    A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Wild Shape [Large] or [Tiny or Plant] (Su) 4/day
    The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
  • AC Bonus (Ex) When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
  • Flurry of Blows (Ex) When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

  • Weapon and Armor proficiencies
    • Club, crossbow (light or heavy), dagger, dart, handaxe, javelin, kama, nunchaku, quarterstaff, scimitar, sai, shuriken, siangham, sickle, shortspear, sling, spear, and all natural attacks (claw, bite, and so forth) of any form he assumes with wild shape.
    • Light and medium nonmetal armor, all shields (except tower).

Build Notes