Drinking & Dragons

Difference between revisions of "Wild:PC/Nathaniel"

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m (→‎Racial: changing vampire power)
(Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1) + Amphibious (Stormwrack LA+0))
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* [[Wild:Nathaniel Winter/Binder Build]]
* [[Wild:Nathaniel Winter/Binder Build]]


=== Build (ECL4) ===
=== Build ===
'''Notes:''' Remy's character is more effective frontline. Going to change build, but not race or story.
Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1) + Amphibious (Stormwrack LA+0)<br/>
 
TN Medium Hum<br/>
Monk 1/Binder 1<br/>
'''Init''' +0; '''Senses:''' Listen +0; Spot +0
LN Medium Humanoid (Hellbred)<br/>
<hr>
'''Init''' +6; '''Senses:''' Listen +5; Spot +5
'''AC:''' 10; '''Touch:''' 10; '''Flat-footed:''' 10<br/>(+0 dex; )<br/>
'''HP:''' 00 (2d12+con)<br/>
'''Fort:''' +0, '''Ref''' +0, '''Will''' +3<br/>
<hr>
<hr>
'''AC:''' 20; '''Touch:''' 12; '''Flat-footed:''' 16<br/>(+2 dex; +2 natural; +4 armor; +2 buckler)<br/>
'''Speed:''' 30'<br/>
'''HP:''' 12+1d8 (2d8+4)<br/>
'''Melee:''' Touch +0 <br/>
'''Fast Healing 1''' When less than half HP<br/>
'''Ranged:''' Touch +0 <br/>
'''DR''' 5/silver or magic<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +1<br/>
'''Fort:''' +5, '''Ref''' +2, '''Will''' +2<br/>
+4 vs Poison<br/>
'''Resist''' Cold 5/Electricity 5
<hr>
<hr>
'''Speed:''' 40'<br/>
'''Class Spells''' CL0 '''DC''' 10+lvl<br/>
'''Melee:''' Morningstar +4 (1d8+2 b-p / 20&times;2) and Slam -2 (1d6+2 magic / 20&times;2) <br/>
'''Close''' 25' [5] '''Medium''' 110' '''Long''' Far<br/>
'''Melee:''' Slam +3 (1d6+2 magic / 20&times;2) <br/>
*'''1st (0)''' Spells
'''Ranged:''' Light Crossbow +4 (1d8 p / 19&times;2 / 80') <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +7<br/>
Each successful pin drains 1d4 Con, gain 5 temp HP
<hr>
<hr>
'''Abilities''' Str 14+3 | Dex 14 +2 | Con 14+3 | Int 10 +0 | Wis 8+2 | Cha 15 +2 <br/>
'''Abilities''' Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0 <br/>
*'''Feats'''<br/>
*'''Feats'''<br/>
** 1: '''Improved Binding''' Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
**1:
** V: '''Improved Initiative'''
** HB: '''Devil's Favor''' 1/day; When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check.
** Monk1: '''Improved Unarmed Strike'''
** Monk1: '''Improved Grapple'''
*'''Skills'''
*'''Skills'''
** Diplomacy +6
** Skill +0
** Intimidate +8
<!--
+2 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, and Spot<br/>
==========================================================
'''Language(s):''' Infernal, Common
Dread 1: (2+int)*4 = 
Dread 2: 2+int    =
========================================================== -->
<hr>
<hr>
'''Items''' Light Crossbow, MW and 20 bolts (337gp); Chain shirt (100gp); Buckler +1 (1015gp); Boots of ''Longstrider'' (2000gp); Morningstar, MW (308gp); Total spent so far: 3670gp
'''Items''' Gear
<hr>
<hr>
'''Weapon and Armor Proficiency:''' Proficiency with all simple weapons and the following are monk weapons—club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Light armor, but not with shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
'''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.
 
=== Binder ===
 
'''Binding check +3''' (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty.
 
'''The Difficulty Class is 12''' for saving throws against any supernatural power granted by a vestige (10 + 1/2 your effective binder level + your Cha modifier).
 
=== Monk ===


'''AC Bonus (Ex)''' When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
'''Rebuke undead (Su):''' A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body.


'''Flurry of Blows''' Extra attack but all attacks suffer -2.
'''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.


=== Racial ===
=== Racial ===

Revision as of 20:56, 4 January 2009

Nathaniel Winter III

Build

Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1) + Amphibious (Stormwrack LA+0)
TN Medium Hum
Init +0; Senses: Listen +0; Spot +0


AC: 10; Touch: 10; Flat-footed: 10
(+0 dex; )
HP: 00 (2d12+con)
Fort: +0, Ref +0, Will +3


Speed: 30'
Melee: Touch +0
Ranged: Touch +0
Space: 5'; Reach: 5'; BAB: +1; Grapple: +1


Class Spells CL0 DC 10+lvl
Close 25' [5] Medium 110' Long Far

  • 1st (0) Spells

Abilities Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0

  • Feats
    • 1:
  • Skills
    • Skill +0

Items Gear


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.

Rebuke undead (Su): A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body.

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.

Racial

Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire’s influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire’s charm gaze cannot be affected by that half vampire’s charm gaze for 24 hours. The ability has a range of 30 feet.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).