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==Snakes==
==Snakes==
'''Skills:''' All snakes have a +4 racial bonus to notice and sneak as well as a +8 racial bonus to acrobatics and athletics. May use strength or dexterity for athletics checks, take 10 even while threatened, and use the run action while using athletics.
'''Skills:''' Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


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Revision as of 18:03, 1 May 2009


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Shaman 4

Alignment: CG | Size: M | Type: Humanoid [Planetouched, Psionic]
Sex: Male | Height: 5'6" | Weight: 138# | Hair: Silver | Eyes: Amber
Patron Deity: Aasterinian, Daoud, Keoghtom, Mershaulk
Abilities Str 7 -2 | Dex 10 +0 | Con 14 +2 | Int 16 +3 | Wis 20{22} +6 | Cha 21 +5

Defense

AC 13, touch 10, flat-footed 13 | (+3 armor)
HP 28 (HD:4d6+8)
Init +1d6
Speed 30'
Fort +3, Ref +1, Will +10
Action Points 3

Attacks

  • Longspear +1 | 1d8-2 | 20/*3 | P | | Range 0' | 9 lbs.
    Special: reach
  • Unarmed +1 | 1d6-2 | Crit 20/*2 | B | Range 0' | 0 lbs.
    Special: poison bite if grappling, subdual optional
  • Light Crossbow +3 | 1d8 | Crit 19-20/*2 | P | Range 80' | 4 lbs.
    Special: aquatic

Base Attack +3 | Grapple +5 (+3 BAB, -2 Str, +4)

Feats

Unspent DP = 0
  • Yu: Guarded +2 to notice and streetwise
  • 1st: Augment Healing [CD:79] +2/spell lvl healed by conj(healing).
  • 3rd: Ancestral Defiance [FCII:83] Spend rebuke spirits as immediate action to counter a spell or spell-like effect. Follows counter spell rules on PHB170 otherwise.

Skills

  • Acrobatics +0 (0 ranks)
  • Animals +11 (2 ranks) +4
  • Athletics -2 (0 ranks)
  • Concentration +9 (7 ranks)
  • Craft (sculptor) +12 (7 ranks) +2
  • Deception +5 (0 ranks)
  • Heal +15 (7 ranks) +2
  • Influence +5 (0 ranks)
  • Initiative (6 ranks)
  • Inspect +3 (0 ranks)
  • Knowledge (nature) +10 (7 ranks)
  • Knowledge (religion) +8 (5 ranks)
  • Knowledge (the planes) +10 (7 ranks)
  • Linguistics +3 (0 ranks)
  • Notice +17 (7 ranks) +2 +2
  • Perform +5 (0 ranks)
  • Spellcraft +10 (7 ranks)
  • Stealth +0 (0 ranks)
  • Streetwise +15 (7 ranks) +2
  • Survival +6 (0 ranks)

Languages: Common, Auran, Celestial, Sylvan, Yuan-ti

Abilities

Proficient in light armor
Proficient with simple weapons
  • Animal Companion(ex): As druid of equal level. Crocodile
  • Spirit Sight: May see ethereal creatures and distinguish between material creatures and objects.
  • Turn Undead(su): Effective turn level is [sha-2] = 2. May turn [3+cha] = 8/day.

Racial

+2 wis, +2 cha
Resistance to acid, cold, and electricity 5
Daylight(sp): 1/day. Object; Touch; 10min/lvl.
+2 racial bonus to listen and spot checks.
+2 con
Poison(ps): 1/day; Fort DC 18 [10+lvl*.5+wis] negates, initial and secondary 1d10 con damage. Touch; SR:Yes.
Polymorph(ps): 3/day, into a viper form. Personal; 1min/lvl.
Poison Bite(ex): To use must successfully make a grapple check and make a melee attack against that foe. Fort DC 14 [10+lvl*.5+con] negates, initial and seconday 1d4 con damage.
Poison Immunity(ex): Immune to all forms of snake venom.
Spell Resistance(ex): 12+1/3lvls = 13
Bonus feat of alertness. Converted to Guarded: +2 to notice and streetwise

Snakes

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Tiny Viper

Type Animal 1
Size Tiny
AC +2 Natural; +2 size
Movement 15' / 15' climb / 15' swim
Attacks Bite (1 + poison); +2 Size
Space/Reach 2.5'/0'
Str 4 -3 att/dmg
Dex 17 +3 AC, Reflex
Con 11 Gain (0*HD) hp; +0 Fort

Poison(ex) Initial and secondary damage is 1d6 con. Fort DC is 10

Constrictor Snake

Type Animal 3
Size Medium
AC +2 Natural; -0 size
Movement 20' / 20' climb / 20' swim
Attacks Bite (1d3+str*1.5); -0 Size
Space/Reach 5'/5'
Str 17 +3 att/dmg
Dex 17 +3 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort

Constrict (Ex) A constrictor deals 1d3+4 points of bludgeoning damage with a successful grapple check.

Improved Grab (Ex) To use this ability, a constrictor must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spells

  • Spontaneous Casting: May lose a prepared spell to cast a cure spell of that level or lower.
  • Celestial: Rebuke or command spirits as cleric equal to shaman level. Use this [3+cha] = 8/day.
  • Hero: Once per day, add shaman level to attack roll.
  • Save DC = 16 + spell level Caster Level = 4
Close = 25 + 5/2lvl = 35'

Medium = 100 + 10/lvl = 140' Long = 400+ 40/lvl = 560'

  • 2nd = 4 + D
  • 1st = 5 + D
  • 0th = 5
Combat: Ancestral Vengeance, Bull Strength, Ghoul Touch, Rebuke, Remove Paralysis; Attraction, Bless, Calm Animals, Divine Favor, Protection from Evil, Shield of Faith
Spirit: Commune with Lesser Spirit, Invisibility to Spirits, Know Motivation, Protection from Spirits, Speak with Plants; Bless, Invisibility to Undead, Protection from Evil, Speak with Animals, Trance, Weapon Bless
Utility: Animal Messenger, Bull Strength, Create Spring, Enthrall, Restoration-lesser; Bless, Bless Water, Charm Animal, Endure Elements, Speak with Animals, Weapon Bless

Spirits

Several of the shaman's abilities affect spirits. For purposes of the ability, a "spirit" includes any of the following creatures:

  • All incorporeal undead
  • All fey
  • All elementals
  • Creatures in astral form or with astral bodies(but not a creature physically present on the astral plane)
  • All creatures of the spirit subtype(see Oriental Adventures)
  • Spirit folk and telthors(see Unapproachable East)
  • Spirit creatures created by spells such as dream sight and wood wose.

In the shaman's worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.