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Wild:PC/Bo

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Revision as of 09:30, 9 January 2010 by >Arz (Sha7, ECL8)

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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 10 +0 | Con 14 +2 | Int 16 +3 | Wis 20{22} +6 | Cha 22 +6


Defense

AC 17, touch 11, flat-footed 17 (+6 armor, +1 deflection)
HP 45? (HD:8d6+16)
Init +1d11
Speed 30'
Fort +10, Ref +8, Will +18
Action Points 8 {2d6}

Attacks

  • Longspear +5 | 1d8-2 | 20/*3 | P | | Range 0' | 9 lbs.
    Special: Mw, reach
  • Unarmed +4 | 1d8-2 | Crit 20/*2 | B | Range 0' | 0 lbs.
    Special: poison bite if grappling, subdual optional
  • Light Crossbow +7 | 1d8 | Crit 19-20/*2 | P | Range 80' | 4 lbs.
    Special: Mw, aquatic

Base Attack +6/+1 | Grapple +8 (+6 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 20 [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 16 [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 = 14
Bonus feat of alertness.

Feats

Unspent DP = 1
  • 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.
  • DF2:Improved Initiative
  • Sha4: Improved Grapple
  • 6th: Divine Spell Power
  • DF3: Mounted Combat
  • Sha8: Choke Hold actually don't qual for any of the bonus feats on the list that I think appropriate. Sug?

Abilities

Shaman 8

Proficient in light armor
Proficient with simple weapons
  • Animal Companion(ex): As druid of equal level. Horrid Bat
  • Spirit Sight: May see ethereal creatures and distinguish between material creatures and objects.
  • Turn Undead(su): Effective turn level is [sha-2] = 6. 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.

Skills

Str 7 -2
  • Athletics (0 ranks)
Climb
Jump
Swim


Int 16 +3
  • Craft (sculptor) (11 ranks) +2
  • Inspect (0 ranks)
Appraise
Search
  • Linguistics (0 ranks)
Decipher Script
Forgery
  • Mechanics (0 ranks)
Disable Device
Open Locks
  • Spellcraft (11 ranks)
Psicraft
Spellcraft
Dex 10 +0
  • Acrobatics (0 ranks)
Balance
Tumble
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (0 ranks)
Hide -5
Move Silently -5
Wis 20{22} +6
  • Notice (11 ranks)
Listen +2 +2
Spot +2 +2
  • Streetwise (11 ranks)
Gather Information
Sense Motive
  • Survival (0 ranks)
Survival
Use Rope
Other
  • Initiative (11 ranks)

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

Con 14 +2
  • Concentration (11 ranks)
Autohypnosis
Concentration
Cha 22 +6
  • Animals (6 ranks)
Handle Animal +4
Ride +4
  • Deception (0 ranks)
Bluff
Disguise
  • Influence (0 ranks)
Diplomacy
Intimidate
  • Use Magic (0 ranks)
Use Magic Device
Use Psionic Device

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] = 9/day. Check=Cha. HD=2d6+lvl+cha
  • Hero: Once per day, add shaman level to attack roll.
  • Save DC = 16 + spell level Caster Level = 8
Close = 25 + 5/2lvl = 45'
Medium = 100 + 10/lvl = 180'
Long = 400+ 40/lvl = 720'
  • 4th = 3 + D
  • 3rd = 4 + D
  • 2nd = 5 + D
  • 1st = 6 + D
  • 0th = 7
  • Combat: Divine Power, Giant Vermin, Polymorph, SNA4; Dispel Magic[x3], Magic Vestment, Substitution; Bull Strength, Align Fang, Ancestral Vengeance, Eagle Splendor, Rebuke, Remove Paralysis; Divine Favor, Attraction, Bless, Calm Animals, Protection from Evil[x2], Shield of Faith
  • Spirit: Lesser Spirit Ally, Discern Shapechanger, Dismissal; Protection from Energy, Dispel Magic, Junglerazor, Speak with Dead, Tongues; Commune with Lesser Spirit, Avoid Planar Effects, Ghost Touch Armor, Invisibility to Spirits, Protection from Spirits, Speak with Plants; Bless, Invisibility to Undead, Protection from Evil[x2], Speak with Animals, Trance, Weapon Bless
  • Utility: Air Walk, Divination, Neutralize Poison, SNA4; Protection from Energy, Dispel Magic, Locate Object, Spiritual Chariot, SNA3; Bull Strength, Animal Messenger, Create Spring, Enthrall, Ethereal Mount, Restoration-lesser; Bless, Bless Water, Charm Animal, Dispel Ward, Endure Elements, Speak with Animals, Wood Wose

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.

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.

Dire Snake

Type Animal 7
Size Huge
AC +5 Natural; -2 size
Movement 30' / 20' climb / 20' swim
Attacks Bite (2d6+str*1.5+poison); -2 Size
Space/Reach 5'/5'
Str 24 +7 att/dmg
Dex 20 +5 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Constrict (Ex) A dire snake deals 1d8+10 points of damage with a successful grapple check.

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

Poison(ex) Initial and secondary damage is 1d6 con. Fort DC is 16

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.