Drinking & Dragons

Wild:PC/Jayde

From Drinking and Dragons


Race

Woodling Human (MM3 199) +3 LA

  • Woodling
    • +7 Natural Armor
    • Slam Attack (1d6)
    • DR 5/Slashing
    • Low-light vision
    • Plant Traits: Immunity to poison, magical sleep, paralysis, polymorph, stunning, mind affecting (charms, compulsions, phantasms, patterns, morale). Not subject to criticals.
    • Vulnerability to Fire: Takes 150% damage from fire.

Attributes

  • STR: 14 = 14
  • DEX: 12 +1d4(3) = 15
  • CON: 12 +1d4(3) = 15
  • INT: 10
  • WIS: 10
  • CHA: 14 +1d4(3) +HD4, +HD8 = 19

Bases

  • BAB: 1 medium, 7 weak = 4 1/6
  • Fort: 1 strong, 7 weak (+2 first) = 4 5/6
  • Reflex: 8 weak = 2 2/3
  • Will: 8 strong (+2 first) = 6
  • HP: 8+7d6+8(2)

Class Abilities

Marshal 1

  • Minor Aura 60', language dependent (Int 3+, common language, can hear) +CHA
    • Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.

Shugenja 7

  • Element Focus (Earth, Order of the Perfect Sculpture)
    • Spell Focus (+1 DC) to all Earth spells
    • Air prohibited
  • Sense Elements (Sp)
    • 4/day. 5+5(CL)=40', uses Spellcraft. As a full-round action, a shugenja can become aware of all sources of one chosen element (air, earth, fire, or water) within 10 feet of him. The shugenja learns the size of the objects but not their precise location or actual nature. Details

Spells

Spell Like Abilities

From Woodling, based on Hit Dice (iff WIS > 8) CL = HD, DC = 10 + SL + CHA

  • 1/day Entangle DC 15
  • 1/day Summon Nature's Ally II
  • 3/day Speak with plants
  • 1/day Summon Nature's Ally IV

DC 10 + SL + CHA(4). Earth spells are +1 DC and +1 CL.

  • 0th: 6/day
    • Order: Mending
    • Earth (4): Mage Hand, Mending, Resistance, Caltrops
    • Other (4): Cure Minor, Disrupt Undead, Detect Magic, Read Magic
  • 1st: 6+CHA(1)=7/day
    • Order: Magic Stone
    • Earth (3): Dispel Ward, Magic Weapon, Shield of Faith
    • Other (2): Burning Hands, Cure Light Wounds
  • 2nd: 6+CHA(1)=7/day
    • Order: Soften Earth and Stone
    • Earth (2): Barkskin, Bristle
    • Other (1): Cure Moderate Wounds
  • 3rd: 4+CHA(1)=5/day
    • Order: Stone Shape
    • Earth (1): Prayer
    • Other (1): Searing Light


Feats

  • Marshal 1: Skill Focus (Diplomacy)
  • DPskill@2: Skill Focus (?)
  • Human: Improved Initiative
  • 1: Magic of the Land (ROW)
  • 3: Extend Spell [+1] Double Duration
  • 6: Clutch of Earth [Reserve, Earth] (CM)

Other Possibilities:

  • Spell Focus (Evocation)
  • Energy Admixture [+4]
  • Rapid Metamagic
  • Acidic Splatter [Reserve, Acid]
  • Explosive Spell [+2]
  • Energy Substitution (Acid) [+0] (CA)
  • Earthbound Spell [+2] (PHB2)
  • Heavy Armor Optimization, + Greater


Skills

  • Free: Knowledge (Nature) +11
  • Free: Craft/Profession (?) +11
  • 1: Concentrate +11 + CON(2) = 13
  • 2: Spellcraft +11
  • 3: Initiative +1d11 + DEX(2) + CHA(4)
  • 4: Knowledge (Arcana) +11
  • 5: Mechanics (Disable Device, Open Locks) +11 +DEX(2) +Aura(CHA(4))
  • 6: 4 points in languages (from DP)
  • Languages: Random, Auran, Terran, Aquan, Ignan

Other Options:

  • Legerdemain (Sleight of Hand, Escape Artist)
  • Acrobatics (Balance, Tumble)
  • Stealth (Hide, Move Silently) +4 when in above ground wilderness

Equipment

Proficient with all Simple, Martial, Light, Medium, Heavy, Shields (not tower)

  • AP: 10
  • DP: 11 (4 skill points (2), a skill feat (2), 7 DP saved)
  • MW Scimitar
  • MW Kukri
  • 3 Javelins
  • +1 Full Plate
  • +1 Heavy Wooden Shield
  • Ring of Protection +1
  • Cloak of Resistance +1
  • Wand of Produce Flame (50 charges)
  • 1054 GP