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Fuelwen

Fuelwen

Pronounced: fewh-vfen

Routines

Keen 4-handed falchion +20 (2D4) (15-20 x2)
Bastard Sword
Bastard Sword +20 (1d10+4) / Talon +19 (1d6+2) / Talon +19 (1d6+2) / Talon +19 (1d6+2) / Tentacle +19 (1d4+2) / Tentacle +19 (1d4+2) / Bite +19 (1d4+2) / Bastard +15 (1d10+4)
Unarmed
Talon +20 (1d6+4) / Talon +20 (1d6+4) / Talon +20 (1d6+4) / Talon +19 (1d6+4) / Bite +20 (1d4+2) / Tentacle +20 (1d4+2) / Tentacle +20 (1d4+2) / Talon +15 (1d6+4)
Ranged
Composite Longbow: +15/+10 (1D8+4)
Net
Net: +15 (ranged touch attack)

If underwater add: Rake +20 (1d4+2) / Rake +20 (1d4+2)

Bio

Stats

  • Name: Fuelwen
  • Race: Sahuagin/Octopus
  • Level: 10(Duskblade)+2(Racial HD)+3(Racial LA)
    • ECL: 15
    • CL: 10
    • HD 12
  • Alignment: Lawful Neutral
  • Deity: Sekolah
  • Age: 17
  • Gender: M

Attributes

Attr Stat Mod
STR 19(23) +6
DEX 12 +1
CON 18 +4
INT 20 +5
WIS 10 +0
CHA 14 +2

Misc

  • HP: 127
    • Touch: 14
    • Current Armor: 28 (10 + 5 natural + 5 mithril breastplate + 1 natural enhancement + 1 armor enhancement + 1 insight + 2 variable shield (heavy shield) + 2 deflection + 1 DEX)
  • Speed: 30' (60' swimming)
  • DP: 0
  • AP: 10

Saves

  • FORT:8+4:12(15)
  • REF: 6+1:6(9)
  • WILL: 7 +2:9(11)



Skills

Core

Name Stat Ranks Stat Bonus Other Bonuses
Acrobatics DEX
Animals CHA 9 +2 +4 working with sharks;
Athletics STR 3 +4 +8 to swim
Concentration CON 8 +4, +4 combat casting
Craft INT
Deception CHA
Influence CHA 1 +2
Heal WIS 4 +0 +2 survivor
Inspect INT 3 +5
Legerdemain DEX
Linguistics INT 10 +5
Mechanics DEX
Notice WIS 7 +0 +4 underwater
Perform CHA
Profession(Hunter) WIS 14 +0 +2 racial,+2 stalker free skill
Profession(Soldier) WIS 2 +0
Streetwise WIS 3 +0
Spellcraft INT 8 +5
Stealth DEX 7 +1 +4 hide under water,+2 to move silently stalker
Survival WIS 9 +0 +2 racial, +2 survivor
Use Magic Device CHA

Knowledges

  • Local: 2
  • Nature: 3
  • Tactics: 14 (free)
  • Planes: 8
  • Geography: 7 (1 from wiki bonus)
  • Arcana: 2
  • Dungeoneering: 4
  • Religion: 4

Languages

  • Sahuagin
  • Common
  • Aquan
  • Elven
  • Draconic
  • Celestial
  • Giant
  • Infernal
  • Goblin
  • Dwarven
  • Terran
  • Halfling
  • Ignan
  • Gith
  • Abyssal

Feats

Level

DP

  • Stalker
  • Exotic Weapon Prof (Net)
  • Exotic Weapon Prof (Bastard Sword)
  • Avoid Frustration (free): 1/day, may use a knowledge skill to add to saves as a free action, per Dark Knowledge
  • Better Materials (+2 to CL when casting a spell, 4 uses)
  • +1 to saves vs negative energy damage (hp damage only)
  • 1/day (Ex) Master's Touch (CL=HD)
  • Dimensional Anchor (CL=ECL) (once)
  • Iron Will
  • Cleave (Wiki)

Class

Duskblade

Racial

Spells

Spell Like

(7/day)

Level 0

(6/day) 2 + INT mod + 1/level past 1

Level 1

(9/day) 2 + 1/level past one

Level 2

(8/day)

  • Dimension Hop
  • Touch of Idiocy
  • Combust (1D8/CL fire, DC15 or subject catches fire)
  • Belker Claws (2D12, lasts cl/3 rounds, doing 2D12 each round) (SC)
  • Rainbow Burst (PHB2)
  • Summon Monster 2
  • Summon Nature's Ally 2

Level 3

(4/day)

  • Regroup
  • Vampiric Touch
  • Summon Monster 3
  • Summon Nature's Ally 3 (Sharks only)
  • Spell Vuln

Equipment

Weapons

Item Damage Crit Range Weight Type Notes
Masterwork Aquatic Longbow +4(composite) 1d8 + STR x3 100' 3# p +1 accuracy,ignore underwater range penalties
Masterwork Trident 1D8+STR x2 10' 4# p +1 accuracy,Colored metal(purple)
Bastard Sword of Spellstoring 1d10+STR 19-20x2 - 6# s masterwork, spellstoring
Net - - 10' 6# - Ranged touch attack to entangle. See Rules.

Armor and Protective Items

Item AC Bonus Max Dex Spell Fail Weight Notes
Mithral Breast Plate +1t +5(+1 enhancement) +6 10% 10# For tentacled creature only
Ring of Prot +2 deflection - - - -
Variable Shield +1 +6 10% 5# -
Amulet of Natural Armor +1 natural armor enhancement bonus - - - -

Other Equipment

  • Belt of Ogre Strength (STR+4)
  • Backpack
  • Arrows(40)
  • Sea Arrows(20)
  • Rope, Silk(50')
  • Sundark Goggles
  • 3 doses of gods' blood

Comments

Planned progression:

  • get a few levels in Duskblade to build a decent magic repertoire.
  • Pick up Improved Multiattack and Improved Natural Attack(Talon) along the way.


Logsheet

Inventory

  • Cash: 6500

Weapons & Armor (16#)

  • +1 Binding Returning Harpoon (1d10) (x2) 30'(wiki)
  • Keen 4-handed falchion (2D4) (15-20 x2)
  • Bastard Sword of Spellstoring (1D10)
  • Masterwork Aquatic Longbow +4(composite) (1100gp)/3#
  • Masterwork Trident (315gp)/4#
  • Net (20gp)/6#

Slotted Items

Head: ~ Eye/Goggles: Sundark Goggles (10gp) Neck: Amulet of Natural Armor +1
Vest/Torso: ~ Robe/Armor: Mithral Breastplate (5400gp))/10# Cloak: Cloak of Resistance +2 / Cape of the Mountebank
Belt: ~ Arms/Wrist: Bracers of Mighty Fists Gloves: ~
Ring-right: Ring of Protection+1 Ring-left: ~ Boots: ~
Shield: Variable Shield Other: Ioun Stone (Dusty Rose)

Carried (11#)

  • Backpack (2gp)/2#
  • Arrows(40) (2gp)/6#
  • Sea Arrows (2gp)/3#

Consumables

  • (3) Potion of Cure Serious
  • (4) Potion of Cure Mod
  • (1) Shield of Faith +4

Encumbrance 100/200/300

Current: 24#

Effects Active

  • Sundark Goggles: immune to dazzled effects from bright light.


13th level cohort

Splat

Size/Type: Small Aberration

Hit Dice: 111(13HD)

Initiative: +0

Speed: fly 30' (poor), 10' land

Armor Class: 12 (+1 size) (+1 stone helm)

Base Attack/Grapple: +8/+5

Attack: Slam +8 melee (1d4 plus 1d6 acid) / 3 light rays +8 ranged touch (1d8) / slime +8 touch (1d6 acid)

Space/Reach: 5 ft./5 ft.

Special Attacks: Light ray, acid, aura of menace, spell like abilities

Special Qualities: Darkvision 60 ft., weak anatomy, immune to poison, resilient saves, cold resistance 10, electricity resistance 10, and fire immune, translucent, bright, DR5/magic, spore form

Saves: Fort 6, Ref 6, Will 8 (+2 to all from Divine Grace)

Abilities: Str 12 (+1), Dex 12 (0), Con 16 (+3), Int 10 (0), Wis 7 (-2), Cha 14 (+2)

Skills: [ranks only] knowledge (religion) +5, knowledge (the planes) +3, Influence +7 ranks, Acrobatics +13 ranks, Sense Motive +6 ranks, Notice +2 ranks

Feats: ability focus (aura of menace), point blank shot, lightning reflexes, improved natural attack (light ray)

Alignment: N[L]G

Abilities

Smite Evil (3/day)
Light ray
Ignores DR but is not a magical attack.
Acid
Deals damage to organics, metals. Not stone.
Aura of Menace (Su)
See RTENOTITLE. DC 20.
Weak Anatomy
50% resistant to critical hits, sneak attack and other precision damage.
Resilient
+2 saves vs: sleep, paralysis, petrification, polymorph, stun.
Spell like abilities
  • At will—detect evil.
  • 1/day—Magic Circle against Evil.
  • 2/day—Blistering Radiance (Long (400 ft. + 40 ft./level), 50-ft.-radius spread, 1 round/level, As you conclude the ritual to release the energy of the spell, you hurl a blazing ball of light toward the point you designate, and it erupts into a brilliant hovering sphere.

    All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude half, DC18 (spell 6, +2CHA)). Like a fireball spell, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.

    Blistering radiance counters or dispels any darkness spell of equal or lower level.

    ).
  • 3/day: teleport (self only)
  • Dancing lights at will
Translucent and bright
Always emits light as a light spell.
+5 to hide checks when in brightly lit conditions.
Spore Form
Aberrations eat, sleep, and breathe. However, instead of dying when Splat is denied food or drink, he instead dessicates into a form until such a time that food is available. Splat is not in any aware of his surroundings during the time, until awakened by the presence of food and drink.
Divine Grace
Apply CHA bonus to all saving throws.