Wild:NPC/DwavenDragonWarmage: Difference between revisions
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- [[Wild:NPC/DwavenDragonWarmage/Logsheet|Logsheet]] - [[Wild:NPC/DwavenDragonWarmage/Spells|Spells]] - | - [[Wild:NPC/DwavenDragonWarmage/Logsheet|Logsheet]] - [[Wild:NPC/DwavenDragonWarmage/Spells|Spells]] - | ||
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One of the Dragonblood of Drn Tg that were enlisted to help the party fight to save the island. A follower of Wes Jas, he does not approve of Nathaniel's existance, but knows that he has to work with the party for the better of his island. | |||
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Stumphy McShatterfist<br> | Stumphy McShatterfist<br> |
Latest revision as of 17:34, 10 December 2009
One of the Dragonblood of Drn Tg that were enlisted to help the party fight to save the island. A follower of Wes Jas, he does not approve of Nathaniel's existance, but knows that he has to work with the party for the better of his island.
Stumphy McShatterfist
Warmage 5 (ECL 8)
Race: Dwarven Half-dragon (battle)
Alignment: N | Size: M
Patron Deity: Wes Jas
Abilities
Str 16 +3 |
Dex 14 +2 |
Con 20 +5 |
Int 18(20) +5 |
Wis 8 -1 |
Cha 14 +2
Defense
AC: 23 / Touch: 12, Flatfooted: 21
(+2 Dex; +5 Armor; +2 Shield, +4 Natural)
- +4 vs Giants
HP: 47 / HD: 6+4d6+25
Initiative: +2+1d4/ Speed: 20'
Fort: 7 / Reflex: 4 / Will: 4
- +2 vs spells and spell-like effects
- +2 vs poison
Attacks
- Claw +5 / 1d4+3 / 20x2 / ps
- Bite +5 / 1d6+4 / 20x2 / psb / Secondary in FA
- Light Crossbow +4 / 1d8 / 19-20x2 / p
- Touch +5 Ranged Touch +4
Space/Reach: 5 ft./5 ft. Base Attack: +2
Feats
- 1st: Extra Exhalation (RotD, p102)
Gain one extra use of breath weapon per day. Must wait 1d4 rounds between uses. - 3rd: Draconic Aura: Resistance [fire] (DrM, p15)
You and all allies within 30' gain resistance 5 versus fire damage.
Skills
ACP = -1
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Special Abilities
Racial
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
- +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).
- Breath Weapon (Su): 6d8 30' cone of sonic damage. DC 15 Reflex save for half (Constitution based).
- Immunity: Sonic damage.
Warmage
- Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields.
- Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A warmage’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields.
- Warmage Edge (Ex):[+5] A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt.