Drinking & Dragons

Difference between revisions of "13A:PC/Kaelon"

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;Shifter - Adept
;Shifter - Adept
: This talent enables you to shift your form in two ways: scout form transformations into quick-moving animals for out of combat reconnaissance, and beast form transformations into combat-ready predators. Adepts gain more benefits while fighting in beast form.
: This talent enables you to shift your form in two ways: scout form transformations into quick-moving animals for out of combat reconnaissance, and beast form transformations into combat-ready predators. Adepts gain more benefits while fighting in beast form.
<div>
{| class="wikitable mw-collapsible"
|+ Shifter Adept Progression
! Level      !! Daily Scout Form      !! Daily Beast Form  !! Beast Aspects
|-
! 1
|    1 || At-Will || 1
|-
! 2
|    1 || At-Will || 2
|-
! 3
|    1 || At-Will || 3
|-
! 4
|    1 || At-Will || 3
|-
! 5
|    2 || At-Will || 4
|-
! 6
|    2 || At-Will || 4
|-
! 7
|    2 || At-Will || 5
|-
! 8
|    3 || At-Will || 5
|-
! 9
|    3 || At-Will || 5
|-
! 10
|    3|| At-Will || 5
|}
</div>


;Warrior Druid - Initiate
;Warrior Druid - Initiate
: This talent lets a druid use once-per-battle flexible attacks that enable them to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids into weapon and shield users, but the talent can integrate with the Shifter talent while a druid fights in beast form.
: This talent lets a druid use once-per-battle flexible attacks that enable them to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids into weapon and shield users, but the talent can integrate with the Shifter talent while a druid fights in beast form.
<div>
{| class="wikitable mw-collapsible"
|+ Warrior Druid Initiate Progression
! Level      !! Flexible Attacks
|-
! 1
|    1
|-
! 2
|    2
|-
! 3
|    2
|-
! 4
|    2
|-
! 5
|  3
|-
! 6
|  3
|-
! 7
|  3
|-
! 8
|  4
|-
! 9
|  4
|-
! 10
|  4
|}
</div>
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Revision as of 09:09, 14 April 2017



Kaelon

Demontouched (Half-Elf)
Druid
3 (Tier)

Stats

STR 18 +4 +7
CON 16 +3 +6
DEX 10 0 +3
INT 8 −1 +2
WIS 16 +3 +6
CHA 8 −1 +2

Combat

Init: 3
HP: 50
Staggered: 25
AC: 18
PD: 17
MD: 13
Recoveries: 8
Roll: 3d10+3
Average: 19

Basic Attacks

Melee Attack
At-Will
Target: One enemy
Attack: 4 +3 vs. AC
Hit: 3d8 + 4
Miss: 3;

Ranged Attack
At-Will
Target: One enemy
Attack: 0 + 3 vs. AC
Hit: 3d6 + 0
Miss: -;

One Unique Thing

My demon side dominates my perception of the world.

Icon Relationships

File:Icon-HighDruid.svg 2 File:Icon-Diabolist.svg 1

Backgrounds

  • Winking Eye Guild - Youth thieving guild 2
  • Reform School 1
  • Wandering Caravan 2
  • Advance Scout Order of Azrul 3
  • Whisper (Order of Azrul) 5 (Speak with plants/animals)

Class Features

Divine Implements
Druids use divine implements, such as symbols and staffs, to improve their spellcasting. They can choose up to three talents to have many useful aptitudes, or they can specialize by putting two points into one talent (and the other into another talent). A druid who chooses three separate talents is an initiate in each one. Investing two points into a single talent allows the druid to become adept in that talent, thereby gaining more power at the expense of options, and an initiate in another talent.
Melee Attack - Strength
As a druid, you choose whether you want to use Strength or Dexterity as the ability score you will use to determine attack and damage for your basic attacks. Choosing Strength as your melee attack ability score provides one significant benefit: your recovery dice become d10s instead of the d6s used by other druids. Choosing Dexterity as your melee attack ability score works well because Dexterity already boosts your initiative and ranged weapon attacks and might help your AC.
Wilderness Survival
You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer. You can also talk to plants and animals. If there is useful information to gain, roll a skill check that’s appropriate for the tier. Talking to animals requires a hard DC, and plants usually require a ridiculously hard DC. A druid gains a +1 bonus when talking with animals for every talent spent on the Shifter or Animal Companion talents. A druid gains a +1 bonus when talking with plants for every talent spent on the Terrain Caster talent.

Talents

Shifter - Adept
This talent enables you to shift your form in two ways: scout form transformations into quick-moving animals for out of combat reconnaissance, and beast form transformations into combat-ready predators. Adepts gain more benefits while fighting in beast form.
Shifter Adept Progression
Level Daily Scout Form Daily Beast Form Beast Aspects
1 1 At-Will 1
2 1 At-Will 2
3 1 At-Will 3
4 1 At-Will 3
5 2 At-Will 4
6 2 At-Will 4
7 2 At-Will 5
8 3 At-Will 5
9 3 At-Will 5
10 3 At-Will 5
Warrior Druid - Initiate
This talent lets a druid use once-per-battle flexible attacks that enable them to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids into weapon and shield users, but the talent can integrate with the Shifter talent while a druid fights in beast form.
Warrior Druid Initiate Progression
Level Flexible Attacks
1 1
2 2
3 2
4 2
5 3
6 3
7 3
8 4
9 4
10 4

Feats

Druid - Adventurer Feat
You can talk with plants and animals pretty much as often you like, and you gain a +5 bonus to any skill checks involved.
Beast Form Attack - Adventure Feat
For both initiates and adepts, your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level. If you are a Shifter adept, you can have two beast aspects active at the same time. If you start using a third aspect, one of the two previous aspects of your choice ends.
Warrior Druid
Choose another Warrior Druid benefit you weren’t able to start with. Whether you’re an initiate or an adept, you can take this feat twice to gain the two Warrior Druid benefits you are missing. (7 + con HP)

Powers

Curse of Chaos (Racial Power)
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly.
A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.

Possessions

405 Gold Piece

Typical Arms

  • Hunter's Spear (Twohanded martial)
  • Yew Shortbow (Heavy bow)
  • Leather armor (Category)
  • Shield?

True Magic Items

  • None

Consumables

  • Duis ×4 Does what?
  • Aute ×2 Does what?

Gear

Excepteur, sint, occaecat, cupidatat, non, proident, sunt, in, culpa, qui, officia, deserunt, mollit, anim, id, est, laborum.

Arms Chart

Weapons
1h 2h Thrown Xbow Bow
Small 3d4 (+4) 3d6 (+4) 3d4 (+0) 3d4 (+0) n/a
Light 3d6 (+4) 3d8 (+4) 3d6 (+0) 3d6 (+0) 3d6 (+0)
Heavy 3d8 (+4) 3d10 (+4) n/a 3d8 (+0) 3d8 (+0)
Armor
Type AC Penalty
None 10
Light 14
Heavy 15 -2
Shield +1 -2

Incremental Advances

  • None

Description

Physical Description
Standing roughly 6'1" and weighing around 205lbs. Silver white hair, slightly longer than shoulder length. Eyes are a deep blue - bordering on black. Looks remarkably human save for the pointed ears of an elf - and of course the twin black horns jutting from his forehead.
Mannerisms Description
Deliberate, quiet, and blunt
Personal (non-Icon) Goals
Atone for my birth
Action Heuristic (c.f., alignment)
Neutral - no agenda in the realm of men
Religion
Worships the old gods of the wood
Family, hometown, city/region of origin?
Mother (demon - unknown) - Father (deceased) Settled in the north
Catchphrase, theme song, etc
TBD
Languages Determined
Low Imperial
Graphic Representation (icon for maps)