Drinking & Dragons

Wild:PC/Bo

From Drinking and Dragons
Revision as of 18:15, 2 July 2010 by >Arz (→‎Abilities: ecl11)


Quick links
Personality ProfileIslandLogsheetCompanion

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 14 +2 | Con 14 +2 | Int 12 +1 | Wis 20{22} +6 | Cha 22 +6

Defense

AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 dex)
HP 60? (10HD+20)
Init +3
Speed 30'
Fort +11, Ref +11, Will +19
Action Points 9

Attacks

  • Longspear +6 | 1d8-2 | 20/*3 | P | | Range 0' | 9 lbs.
    Special: Mw, reach
  • Unarmed +6 | 1d8-2 | Crit 20/*2 | B | Range 0' | 0 lbs.
    Special: poison bite if grappling, subdual optional
  • Light Crossbow +10 | 1d8 | Crit 19-20/*2 | P | Range 80' | 4 lbs.
    Special: Mw, aquatic

Base Attack +7/+2 | Grapple +9 (+7 BAB, -2 Str, +4)

Racial

Middle-Aged: -1 str, -1 dex, -1 con, +1 int, +1 wis, +1 cha

+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.
+2 con
Poison(ps): 1/day; Fort DC 21 [10+lvl/2+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 17 [10+lvl/2+con] negates, initial and seconday 1d4 con damage.
Poison Immunity(ex): Immune to all forms of snake venom.
Spell Resistance(ex): 12+1/3lvls = 15
Bonus feat of alertness.

Snakes

Skills: All snakes have a +4 racial bonus to listen, spot, hide, and movesilently as well as a +8 racial bonus to balance, climb, and swim. May use strength or dexterity for climb and swim checks, take 10 even while threatened, and use the run action while using athletics.

Sea Snakes: Decrease land spd by 10' and increase swim by 10'. +2 racial bonus to poison save DC. Can hold its breath for 6 times its Constitution.

Tiny Viper

Tiny, Reach 0; NA+2; Str 4, Dex 17, Con 11
Movement 15' / 15' climb / 15' swim
Attacks Bite +12 (1 + poison); +2 Size
Poison(ex) 1d6 con. Fort DC is 10

Constrictor Snake

Medium, Reach 5; NA +2; Str 17, Dex 17, Con 13
Movement 20' / 20' climb / 20' swim
Attacks Bite +10 (1d3+str*1.5); -0 Size
Constrict (Ex) 1d3+4
Improved Grab (Ex) +14

Dire Snake

Huge, Reach 10'; NA+5; Str 24, Dex 20, Con 16
Movement 30' / 20' climb / 20' swim
Attacks Bite +12 (2d6+str*1.5+poison); -2 Size
Constrict (Ex) 1d8+10
Improved Grab (Ex) +26
Poison(ex) 1d6 con. Fort DC is 16

Feats

Unspent DP = 2
  • Yu: Alertness +2 to listen and spot
  • 1st: Augment Healing [CD:79] +2/spell lvl healed by conj(healing).
  • Sha1: Improved Unarmed Strike
  • 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.
  • Sha4: Improved Grapple
  • 6th: Divine Spell Power (CD:80) Free action, turning check w/ +3 bonus modifies divine caster level.
  • DF2: Mounted Combat
  • Sha8: Blind-Fight
  • 9th: Planar Touchstone (PlH 41) : Gain base ability for that touchstone

Abilities

Shaman 10

Proficient in light armor
Proficient with simple weapons
  • Celestial: Rebuke or command spirits as cleric equal to shaman level. Use this [3+cha] = 9/day. Check=Cha. HD=2d6+lvl+cha
  • Hero: Once per day, add shaman level to attack roll.
  • Animal Companion(ex): As druid of equal level. Elasmosaurus
  • Spirit Sight: May see ethereal creatures and distinguish between material creatures and objects.
  • Turn Undead(su): Effective turn level is [sha-2] = 8. May turn [3+cha] = 9/day. Check=cha. HD=2d6+lvl+cha
  • Spirit's Favor: Apply your charisma modifier as a bonus on all saving throws.
  • Pool of Healing (sp): Pool of positive energy 5*(1+CL+DSP) = ~60~

Spells

  • Spontaneous Casting: May lose a prepared spell to cast a cure spell of that level or lower.
  • Save DC = 16 + spell level Caster Level = 9 + DSP
Close = 25 + 5/2lvl = 45' Medium = 100 + 10/lvl = 190' Long = 400+ 40/lvl = 760'
  • 5th = 2 + D | Righteous Might, Wall of Dispel Magic , ___
  • 4th = 2 + D | Divine Power, Polymorph, ___
  • 3rd = 4 + D | Substitution, Dispel Magic, Magic Fang-greater , ___ , ___
  • 2nd = 6 + D | Bull Strength, Align Fang, Divine Insight, Remove Paralysis, Restoration-lesser, ___ , ___
  • 1st = 6 + D | Divine Favor, Bless, Conviction, Dispel Ward, Protection from Evil, Resurgance, Shield of Faith
  • 0th = 6 Expanded_Shaman_Spell_List

Skills

Str 7 -2
  • Athletics (0 ranks)
Climb
Jump
Swim
Int 12 +1
  • Craft (sculptor) (12 ranks)+2 = 15
  • Inspect (0 ranks)
Appraise
Search
Decipher Script
Forgery
  • Magic (12 ranks)
Psicraft
Spellcraft
  • Mechanics (0 ranks)
Disable Device
Open Locks
Dex 14 +2
  • Acrobatics (0 ranks)
Balance
Tumble
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (0 ranks)
Hide -5 = -3
Move Silently -5 = -3
Wis 20{22} +6
  • Heal (8 ranks)
  • Notice (12 ranks)
Listen+2+2 = 22
Spot+2+2 = 22
Gather Information
Sense Motive
  • Survival (0 ranks)
Survival
Use Rope
Other

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

Con 14 +2
  • Concentration (12 ranks)
Autohypnosis
Concentration
Cha 22 +6
  • Animals (6 ranks)
Handle Animal+4 = 16
Ride+4+2 = 14
  • Artifice (0 ranks)
Use Magic Device
Use Psionic Device
  • Deception (0 ranks)
Bluff
Disguise
  • Influence (0 ranks)
Diplomacy
Intimidate

Polymorph

Hydra: MBeast, Huge, Swim 20'; Dex 12, Con 20; 9-12 Heads = CL

Attacks: Bites 1d10
Benefits: Combat Reflexes*-all heads!, +2 Listen/Spot

Darktentacles: Large, Reach 15 ft; Swim 20, NA +7; Str 19; Dex 15; Con 17; MM2 p.54

Attack: 12 slams (1d4+4) or 12 huge light weapons
Benefits: Improved Grab (ex) +16, Constrict (ex): 2d6+6, +4 Hide

Troll, Cave: Giant, Large, NA +11, Str 29, Dex 13, Con 27; MM3 p.177

Attacks: 2 Claws 2d6+9 and Bite 1d8+4
Benefits: Pounce(ex), 2 Rakes(ex): 2d6+4, Rend(ex): 4d6+13, Improved Grab(ex), Dazing Blow(Ex): DC 22 Fort or dazed

Umber Hulk; Aberration; Large; Burrow 20’, NA +8, Str 23, Dex 13, Con 19; MM

Attacks: 2 Claws (2d4) & 1 Bite (2d8)

Treant; Plant, Huge, NA +13, Str 29, Dex 8, Con 21; MM

Attacks: 2 Slams 2d6+9
Benefits: Double Dmg vs Obj(ex), Trample(ex): 2d6+13, Ref 22 half, +16 Hide in forest

Gloura; Fey; Medium; Fly 60, Str 10; Dex 21; Con 14; U p88

Girallon: MBeast, Medium, Climb 40, NA +4, Str 22, Dex 17, Con 14; MM
Attacks: 4 claws 1d6+6 and 1 bite 1d8+3
Benefits: Rend(ex) 2d4+9

Hag, Shrieking: MHumanoid, Medium, Fly 80, NA +10, Str 20, Dex 13, Con 16, UE p65; CL12

Attacks: 2 Claws 1d4; Benefits: Rend(ex): 2d4+10

Mind Flayer; Aberration, Medium, NA +3, Str 12, Dex 14, Con 12; MM

Attacks: 4 Tentacles 1d4+1
Benefits: Improved Grab (Ex) +2/tentacle, Extract (Ex): extract brain!

Rhek; MHumanoid(extraplanar); Medium; NA +7; Str 19; Dex 10; Con 19; BoED p182

Attacks: Gore 1d8+4 Benefits: Powerful Charge(ex): gore*2

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.