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Dragonfire Adept 10 (ECL 10)
Race: Warforged Scout (with permenant reduce person)
Alignment: CN | Size: T
Patron Deity:
Abilities
Str 6 -2 | Dex 18 +4 | Con 18 +4 (22 +6)| Int 12 +1 | Wis 12 +1 | Cha 10 +0

Defense

AC: 22 / Touch: 17, Flatfooted: 18
(+4 Dex; +2 armor; +2 size; +3 natural; +1 deflection)

DR 2/magic

HP: 114 / HD: 10d8+61

Initiative: +4 / Speed: 20'

Fort: 15 / Reflex: 9 / Will: 10

+1 vs paralysis and sleep


Attacks

  • Slam +5 / 1d2-2 / 20x2 / b
  • Touch +5 / Ranged Touch +11

Space/Reach: 2.5 ft./0 ft. Base Attack: +5

Feats

  • DA1: Dragontouched (DM, p18)
    +1 HP, listen, spot, search and saves against paralysis and sleep. In addition, you can select draconic feats as if you were a sorcorer of your character level.
  • 1st: Ability Focus (MM, p303)
    Gain a +2 to the DC of your breath weapon.
  • 3rd: Entangling Exhalation (RoD, p101)
    When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds.

If your breath weapon doesn’t deal energy damage, creatures damaged by the initial breath are still entangled but don’t take additional damage on later rounds.

  • 6th: Extra Invocation (CAr, p79)
    You learn one additional invocation from the list available to you, choosing an invocation of one grade lower than the highest grade of invocation you know.
  • 9th: Flyby Attack (MM, p303)
    When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Skills

Languages: Common, Elven

Special Abilities

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.

Dragonfire Adept

  • Breath Weapon (Su): At 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 30-foot cone or a 60-loot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. 6d6 fire; DC 23
  • Breath Effect: At 2nd, 5th, 10th. 12th, 15th, and 20th level, you can select one of the breath effects in Table 2–2: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapons damage type or area, or apply a condition to targets in place of damage. Each rime you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. Some effects can be applied only to a cone-shaped breath weapon, and others only to a line-shaped breath weapon. You can't apply more than one breath effect to your breath weapon unless the effect specifically states otherwise. Also, you can't apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal fire breath weapon every round).
  • Lightning Breath: Your breath weapon deals electricity damage instead of fire damage. You can apply this breath effect only to a line-shaped breath weapon.
  • Slow Breath: Rather than dealing damage, your breath weapon slows all creatures in its area for 2 rounds. A successful Fortitude save reduces the duration to 1 round. A slowed creature can take a single move action or standard action each turn, but not both (nor can it take full-round actions). Additionally, it takes a –1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Multiple uses of this breath effect on the same creature don't stack; use only the longer duration. Slow Breath suppresses any haste effect on creatures in its area for the duration of the slow effect.
You can apply this breath effect only to a cone-shaped breath weapon.
  • Enduring Breath: Your breath weapon deals damage over 2 consecutive rounds. When you use Enduring Breath, the target takes the normal amount of damage from your breath weapon. In the next round, the same target takes half that amount of damage. For example, a creature that takes 22 points of damage from your breath weapon's initial use takes 11 more points of damage in the next round. A creature that takes no damage from the initial use (whether because of evasion, resistance, immunity, or any other reason) also takes no damage in the next round. No save is allowed against this damage.
  • Scales (Ex): At 2nd level, your skin becomes thick and scaly, granting you a +2 bonus to your natural armor. The scales can be of any color or metallic hue; they are often (but not always) of a draconic hue that matches your outlook and alignment. This bonus improves to +3 at 8th level, to +4 at 13th level, and to +5 at 18th level.

If you already have a natural armor bonus, use the higher of the two values.

  • Dragonkin (Ex): At 4th level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4). You are treated as a dragon for the purpose of determining whether frightful presence can affect you.
  • Damage Reduction (Ex): At 6th level, you gain damage reduction 2/magic. At 16th level, this improves to damage reduction 5/magic.