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Difference between revisions of "Wild:PC/Nathaniel"

From Drinking and Dragons
(Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1) + Amphibious (Stormwrack LA+0))
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=== Build ===
=== Build ===
Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1) + Amphibious (Stormwrack LA+0)<br/>
Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1) + Amphibious (Stormwrack LA+0)<br/>
TN Medium Hum<br/>
Dread Necromancer 2
'''Init''' +0; '''Senses:''' Listen +0; Spot +0
TN Medium Undead (Amphibious Reptilian) ''formerly human''<br/>
'''Init''' +0; '''Senses:''' Low-light Vision, Darkvision 60'; Listen +0; Spot +0
<hr>
<hr>
'''AC:''' 10; '''Touch:''' 10; '''Flat-footed:''' 10<br/>(+0 dex; )<br/>
'''AC:''' 10; '''Touch:''' 10; '''Flat-footed:''' 10<br/>(+0 dex; )<br/>
'''HP:''' 00 (2d12+con)<br/>
'''HP:''' 00 (2d12)<br/>
'''Fort:''' +0, '''Ref''' +0, '''Will''' +3<br/>
'''Fort:''' +0, '''Ref''' +0, '''Will''' +3<br/>
'''Immune''' All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
<hr>
<hr>
'''Speed:''' 30'<br/>
'''Speed:''' 30'; Climb 15'; Swim 15'<br/>
'''Melee:''' Touch +0 <br/>
'''Melee:''' Touch +0 <br/>
'''Ranged:''' Touch +0 <br/>
'''Ranged:''' Tongue +1 (no dmg) <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +1<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +1<br/>
<hr>
<hr>
'''Class Spells''' CL0 '''DC''' 10+lvl<br/>
'''Class Spells''' CL2 '''DC''' 10+lvl<br/>
'''Close''' 25' [5] '''Medium''' 110' '''Long''' Far<br/>
'''Close''' 30' [6] '''Medium''' 120' '''Long''' Far<br/>
*'''1st (0)''' Spells
*'''1st (0)''' Spells
<hr>
<hr>
'''Abilities''' Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0 <br/>
'''Abilities''' Str | Dex 14+1d4 -2racial | Con ---  | Int 12+1d4  | Wis 12+1d4  | Cha 16  <br/>
*'''Feats'''<br/>
*'''Feats'''<br/>
**1:
** Hu: Improved Toughness?
** 1: Arcane Disciple (Spell domain)
 
*'''Skills'''
*'''Skills'''
** Skill +0
** Skill +0
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'''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.
'''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 ===
=== Amphibious ===
 
An amphibious creature uses all the base creature’s statistics and abilities except as noted here.
 
'''Size and Type:''' The creature gains the aquatic subtype, but its creature type and other subtypes are unchanged. Size is unchanged.
 
'''Speed:''' An amphibious creature gains a swim speed equal to half the normal land speed of the base creature (not including any adjustments for feats, class features, or other effects).
 
'''Special Qualities:''' An amphibious creature retains all the special qualities of the base creature and also gains the following special quality.
 
'''Amphibious:''' An amphibious creature can breathe air and water equally well.
 
'''Abilities:''' Adjust from the base creature as follows: Dex –2. Amphibious creatures are less agile and flexible than their surface kin.
 
'''Skills:''' An amphibious creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
 
'''Environment:''' Any (usually aquatic).
 
'''Level Adjustment:''' +0.
 
=== Chameleon Creature ===
"Chameleon creature" is an inherited template that can be added to any corporeal creature except a construct, undead, or elemental (referred to hereafter as the base creature). '''This template was applied preundead state.'''
 
'''Size and Type:''' Type remains the same, but it has the reptilian subtype. Sized unchanged.
 
'''Attacks:''' A chameleon creature has a tongue attack with a 10' reach. This attack deals no damage, but it is especially useful for delivering touch spells.
 
'''Speed:''' Gains a climb speed equal to 1/2 creatures highest nonflying speed.
 
'''Special Qualities:''' Gains low-light vision.
 
'''Skills:''' +10 racial to Hide; +4 racial to Move Silently
 
'''Level Adjustment:''' +1
 
=== Necropolitan ===
“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature).
 
A necropolitan speaks any languages it knew in life, and it has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
 
'''Hit Dice:''' Increase to d12.
 
'''Special Qualities:''' A necropolitan retains all the special qualities of the base creature and gains those described below.
 
'''Resist Control (Ex):''' Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.
 
'''Turn Resistance (Ex):''' A necropolitan has +2 turn resistance.
Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an infl ict spell) heals them.


'''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.
'''Abilities:''' Same as the base creature, except that as undead creatures, necropolitans have no Constitution score.


'''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).  
'''Advancement:''' By character class.


'''Level Adjustment:''' Same as the base creature. (Becoming a necropolitan involves losing a level—see Ritual of Crucimigration, below—so the advantages of the undead type cancel out what would other wise be a larger adjustment.)


[[Category:Wild:PC]]
[[Category:Wild:PC]]

Revision as of 23:05, 4 January 2009

Nathaniel Winter III

Build

Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1) + Amphibious (Stormwrack LA+0)
Dread Necromancer 2 TN Medium Undead (Amphibious Reptilian) formerly human
Init +0; Senses: Low-light Vision, Darkvision 60'; Listen +0; Spot +0


AC: 10; Touch: 10; Flat-footed: 10
(+0 dex; )
HP: 00 (2d12)
Fort: +0, Ref +0, Will +3
Immune All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).


Speed: 30'; Climb 15'; Swim 15'
Melee: Touch +0
Ranged: Tongue +1 (no dmg)
Space: 5'; Reach: 5'; BAB: +1; Grapple: +1


Class Spells CL2 DC 10+lvl
Close 30' [6] Medium 120' Long Far

  • 1st (0) Spells

Abilities Str 8 | Dex 14+1d4 -2racial | Con --- | Int 12+1d4 | Wis 12+1d4 | Cha 16

  • Feats
    • Hu: Improved Toughness?
    • 1: Arcane Disciple (Spell domain)
  • 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.

Amphibious

An amphibious creature uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature gains the aquatic subtype, but its creature type and other subtypes are unchanged. Size is unchanged.

Speed: An amphibious creature gains a swim speed equal to half the normal land speed of the base creature (not including any adjustments for feats, class features, or other effects).

Special Qualities: An amphibious creature retains all the special qualities of the base creature and also gains the following special quality.

Amphibious: An amphibious creature can breathe air and water equally well.

Abilities: Adjust from the base creature as follows: Dex –2. Amphibious creatures are less agile and flexible than their surface kin.

Skills: An amphibious creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

Environment: Any (usually aquatic).

Level Adjustment: +0.

Chameleon Creature

"Chameleon creature" is an inherited template that can be added to any corporeal creature except a construct, undead, or elemental (referred to hereafter as the base creature). This template was applied preundead state.

Size and Type: Type remains the same, but it has the reptilian subtype. Sized unchanged.

Attacks: A chameleon creature has a tongue attack with a 10' reach. This attack deals no damage, but it is especially useful for delivering touch spells.

Speed: Gains a climb speed equal to 1/2 creatures highest nonflying speed.

Special Qualities: Gains low-light vision.

Skills: +10 racial to Hide; +4 racial to Move Silently

Level Adjustment: +1

Necropolitan

“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature).

A necropolitan speaks any languages it knew in life, and it has all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase to d12.

Special Qualities: A necropolitan retains all the special qualities of the base creature and gains those described below.

Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.

Turn Resistance (Ex): A necropolitan has +2 turn resistance. Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an infl ict spell) heals them.

Abilities: Same as the base creature, except that as undead creatures, necropolitans have no Constitution score.

Advancement: By character class.

Level Adjustment: Same as the base creature. (Becoming a necropolitan involves losing a level—see Ritual of Crucimigration, below—so the advantages of the undead type cancel out what would other wise be a larger adjustment.)