bhu
Moderator
Organ Grinder

Posts: 6783
Convincing the rich whale fat enemas are healthy
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« on: April 23, 2010, 01:22:51 PM » |
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Link to your character sheet and backstory or repost here for easy reference please.
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VennDygrem
Member
Grape ape

Posts: 1689
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« Reply #1 on: April 23, 2010, 01:54:46 PM » |
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Alcy Méliès, CG Ghaele Eladrin (Freed Outsider) - Alcy has long lived the life common to Ghaele; that of vigilante evil-vanquishing, traveling the planes with a squad of fellow Ghaele to slay fiends, unmake the undead, what-have-you. Though often stoic, she's no stranger to alternative, even reckless, tactics. Though often stubborn or cold to strangers, she often fluctuates into a somewhat ditzy or obsessive mood, particularly while in the company of anything she considers to be especially cute. Alcy MélièsF CG Freed Ghaele Eladrin, Level 5 (ECL 6), Init +6, HP 48/48, Speed 60 AC 15, Touch 11, Flat-footed 13, (+2 Dex, +4 Natural, -1 Misc) Fort +5, Ref +6, Will +7, Base Attack Bonus 5 Abilities Str 16, Dex 14, Con 18, Int 10, Wis 17, Cha 14 Background: As a Ghaele Eladrin, Alcy has long traveled the planes as part of a Ghaele squad of evil-vanquishers- slaying fiends, unmaking the undead, et cetera. However, she typically has to make frequent trips to her home plane of Arborea, in order to deposit her findings (basically, anything that she considers cute that has no discernible owner, or whose owner has come to a fortunate, or unfortunate, end during her travels). Sir Richard Bigsley III, also just known as 'Bigsley' - Former Wizard, current Awakened Iron Golem, and fully either crazy or senile. Stats:BigsleyMale? N Awakened Iron Golem, Level 7, Init +6, HP 57/57, DR 7/adamantine, Speed 30 AC 27 (+5 Armor, +2 Dex, -1 Size, +12 Natural, -1 Misc), Touch 10, Flat-footed 24, Fort +3, Ref +5, Will +5, Base Attack Bonus 5 Slam x2 (one of which is +1): +13//+12 (3d6+(13//12), 20/x2) Siege Crossbow (capable of Ranged Sunder, 10x 7-bolt Repeating cartridges) (7/7 | 70 total): +6 (3d8, 19-20/x2) +1 Longsword (combined weapon) +13 (2d6+9, 19-20/x2) +1 Chain Shirt of Silent Moves (combined armor)Abilities Str 26, Dex 14, Con -, Int 14, Wis 14, Cha 9 Background:Bigsley used to be a notable wizard in his day (Full name of Sir Richard Bigsley III), but that was a long time ago. As an elderly mage, he eventually came to research methods of extending his life or to gain immortality so that he could continue contributing to the advancement of the arcane arts, rather than for personal power or glory. His research was exhaustive, and exhausting. One day his apprentice had had enough research for the day, and waited until the afternoon when Sir Richard had dozed off. The apprentice pulled a prank over on his boss, but this practical joke involved performing a ritual from one of the texts the wizard had just translated. Upon completion of the ritual, Richard awoke to find himself in the body of an Iron Golem rather than his own, which had been crushed under the weight of the summoned golem's body.
A bit grumpy, Bigsley stepped on his apprentice and stumbled out of his lab, finding a mysterious trail of prunes. Unable to eat them but curious nonetheless, Bigsley followed the trail out of his laboratory and into a large, dark box several counties away, which then shut behind him. The former wizard's mind wandered for a while, and eventually the lights came back. He couldn't tell where he was, though he had enough trouble doing that in a day-to-day capacity as it was. He found that he was wearing a pink piggy mask and a big pink bow around his neck, and saw a fairly large banner reading "Welcome, Pigsley!" This got Bigsley fairly upset, and so the former mage stormed out of the room, causing no small amount of damage as he did.
A stranger in a strange land, Bigsley decided to go by his surname given his new form, and while wandering for quite some time, promptly forgot what was going on. Searching for his lab, he eventually came across an appropriate-looking building, and decided to rummage around for his personal effects. As it turned out, they weren't his, and this wasn't his lab. Or so the little men told him... Rather than get sent to jail (as he'd likely break out anyway), the Sheriff delivered an ultimatum: Get a job, you punk.
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« Last Edit: October 22, 2011, 01:47:44 AM by VennDygrem »
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RobbyPants
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« Reply #2 on: April 23, 2010, 02:23:34 PM » |
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Here's the Mythweavers sheet. Here's a BBCode version, just in case MW goes down: Mustave the Magnificent (or Motherfuckin Mustave)
Halfling Rogue 3/Beguiler 2/Jester* 2 (22,319 XP) CN Medium Humanoid (Halfling) Init: +4; Senses: Listen + 5, Spot + 4 Languages: Common, Halfling, Elven, Goblin _____________________________________________________________
AC: 19, touch 14, flat-footed 15 (+1(size) +4(dex) +5(armor) -1(flaw)) hp: 29 (6d6 + 1d4 + 12 - 6(trait)) fast heal: - regeneration: - DR: - Immune: - Resist: - SR: - Other: +2 morale bonus on saving throws against fear Fort: +5, Ref: +9, Will: +8 (+1 racial and +1 resistance bonus on all saving throws, figured in) _____________________________________________________________
Speed: 30ft. Melee: +1 Dagger; +3, 1d3 19-20/x2 Piercing/Slashing Ranged (Thrown:) Flask/pie; +10 touch, 1d6 20/x2 Acid Ranged (Thrown:) +1 Returning Dagger; +11, 1d3 19-20/x2 Piercing/Slashing Ranged (Thrown:) Dagger; +10, 1d3-1 19-20/x2 Piercing/Slashing Ranged: +1 Light Crossbow; +10, 1d6+1 19-20/x2 Piercing Space: 5ft.; Reach: 5ft. Base Atk: +4; Grp: -2 Atk Options: Sneak Attack +3d6 Special Actions: Trapfinding _____________________________________________________________
Abilities: Str 8, Dex 19, Con 14, Int 14, Wis 8, Cha 12 SQ: Armored Mage(light), Evasion, Uncanny Dodge, Trap Sense +1 Feats: Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Two Weapon Fighting, Silent Spell Flaws: Noncombatant, Vulnerable Traits: Quick, Skinny Skills: Balance +15, Bluff +11, Climb +1, Concentration +9, Craft (Alchemy) +3, Craft (Cooking) +3, Diplomacy +3, Disable Device +3, Disguise (in character) +3, Escape Artist +10, Gather Information +3, Heal +1, Hide +9, Intimidate +3, Jump +8, Listen +5, Move Silently +7, Open Lock +5, Perform (Juggle) +9, Search +6, Sleight of Hand +10, Spellcraft +6, Spot +4, Tumble +16, Use Magic Device +11, Use Rope (bindings) +6
Racial Bonus: +2 to Climb, Jump, Listen, Move Silently Size Bonus: +4 Hide Skill Ranks: Balance 9, Bluff 10, Concentration 7, Craft (Alchemy) 1, Craft (Cooking) 1, Disable Device 1, Escape Artist 5, Gather Information 2, Hide 1, Jump 5, Listen 4, Move Silently 1, Open Lock 1, Perform (Juggle) 8, Search 4, Sleight of Hand 4, Spellcraft 4, Spot 5, Tumble 10, Use Magic Device 10 Skill Synergies: Diplomacy (Bluff), Disguise to stay in character (Bluff), Intimidate (Bluff), Sleight of Hand (Bluff), Use Rope for bindings (Escape Artist), Tumble (Jump), Balance (Tumble), Jump (Tumble), Spellcraft for scrolls (Use Magic Device) _____________________________________________________________
Possessions:
Dagger +1 (1/2 lb) Dagger +1 Returning x2 * Light crossbow +1 (2 lb) Mithril Shirt +1 (5 lb) Bandoleer of Holding x2 (1 lb ea) Heward's Handy Haversack (2.5 lb) Cloak of Resistance +1 (1/2 lb) Healing Belt (1 lb ?)
8 bolts (1/2 lb) Daggers x 4 * Acid Vial x 37 *
Scroll of Grease x10 ** Sovereign Glue **
Spell component pouch (1 lb)
Flint & Steel ** Torch x 4 ** Sunrod ** Backpack ** small sack **
Map of sewer **
* In bandoleer (no weight) ** In haversack (no weight)
Money: 350 gp
Weight of gear: 15 lb
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Spells: Beguiler 2 (Caster Level 2)
Spells per day (bonus): 0 6, 1 6(+1), 2 3(+1)
Spells Known: 0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm
2: Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Midirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Tasha's Hideous Laughter*, Touch of Idiocy, Vertigo, Whelming Blast
*Expanded Knowledge
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Weapon and Armor Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. Light armor.
Sneak Attack (Ex): The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Armored Mage (Ex): A beguiler does not suffer arcane spell failure when wearing light armor. This only applies to beguiler spells, and not spells from another class.
Cloaked Casting (Ex): You gain a +1 bonus to the spell's DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC.
Surprise Casting (Ex): You may feint when casting a spell next to an adjacent opponent (or attack). You must cast the spell on or before your next turn.
Expanded Knowldege (Ex): Learn Enchantment spells from the Sorcere/ Wizard list: - Tahsa's Hideous Laughter
Carrying Capacity(Light): 19.5 lbs
* Jester is a modified PrC based on the Unseen Seer that focues on Enchantment instead of Divination. Backstory:Mustave grew up in a halfling village. He was a bit of a trouble maker, but not so much as to really stand out from the other boys. Like all halflings, he liked playing games involving throwing rocks. He later developed juggling, and turned these two into skills throwing and juggling knives and fire. He tried his hand at entertainment at the local pubs with varying degrees of success. Finally, he figured he could do better at a bigger city.
Since, he's been traveling from city to city, trying to make some money at the taverns. He's usually fairly well accepted. During his travels, he started dabbling in different fields, such as alchemy, cooking, and even magic. None of them really stuck, but he did remember enough to be mildly competent at any of them. Plus, the combination of alchemy and cooking allow him to make pies with acid in them; a wonderful prank for someone who needs more than their chair pulled out from under them.
Mustave has actually become a mildly competent fighter just from traveling from town to town. He doesn't really like toe-to-toe combat, but stays on the fringe throwing thing and casting the occasional spell. These fights caused him to try his hand at adventuring. He seldom ever has a goal in mind during any excursion other than "go have some fun". He'd tag along with a group of serious adventurers after some magical sword just to get a chance at some fun and excitement. Mustave knows no fear in these types of dangerous situations. Like everything else, he has a hard time taking it seriously.
All of these experiences have resulted in Mustave being a high strung individual who loves to have a good time. It takes quite a bit to seriously provoke him to anger. Many people who don't really know him describe him as unhinged, but people who know him say the best defense is to not take yourself too seriously around him. Stuff tends to go a lot more smoothly that way. Short Description: Mustave is a trouble-making halfing jester with a love for acrobatics, juggling, throwing acid-pies and insults. He also dabbles a bit in tricksy magic.
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« Last Edit: May 06, 2011, 08:50:33 PM by RobbyPants »
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My balancing 3.5 compendiumElemental mage test gameQuotesIt is a shame stupidity isn't painful. Totally true. Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment. Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?" I suggest carving "Don't be a dick" into him with a knife. A dull, rusty knife. A dull, rusty, bent, flaming knife. Fluffy: It's over Steve! I've got the high ground! Steve: You underestimate my power! Fluffy: Don't try it, Steve! Steve: *charges* Fluffy: *three critical strikes* Steve: **** I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet. When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!" Buy a small country. Or Pelor. Both are good investments.
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Nanshork
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« Reply #4 on: April 23, 2010, 03:19:07 PM » |
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Kintal QuickfangName: Kintal Quickfang Race: Tibbit Align: CN Size: S Age: 23 Hair: Calico Eyes: Green Height: 3'1" Weight: 37 lbs. Classes: Cat Burglar 1/ Harrowed 5/ Phantom Cat 1 Variants: Tibbit Racial Substitution levels, Small Racial Substitution levels XP Have: 21,000 Need: 28,000 Type: Monstrous Humanoid Subtype: Shapeshifter Speed: 20' HD: 1d6 + 6d8 + 7 Max HP: 40 Current HP: 40 _______________________________________________________________________________ Ability Scores Saving Throws Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other Str: 10 +0 Fort: 2 = 1 + 1 + 0 + 0 Dex: 16 +3 Ref: 6 = 3 + 3 + 0 + 0 Con: 12 +1 Will: 4 = 5 - 1 + 0 + 0 +4 vs Mind-Effecting and Soul Displacing effects Int: 14 +2 Initiative Wis: 8 -1 Total = Dex + Misc Cha: 15 +2 3 = 3 + 0 Special: Darkvision 120' _______________________________________________________________________________ Combat Total Armor Shield Dex Size Nat. Defl Misc AC : 19 = 15 + 0 + 0 + 3 + 1 + 0 + 0 + 0 Touch: 14 Flat-Footed: 15 Total Base Str Misc Total Base Dex Misc Melee : 4 = 3 + 0 + 1 Ranged : 7 = 3 + 3 + 1 WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES 2 Claws +5 1d6+1 X2 - - - S +1 weapon, Tenebrous Touch can be channeled through both claws with one action Bite +3 1d8+1 X2 - - - P +1 weapon, Deals +2d6 Electricity Damage, AB is calculated for full attack Tail Slap +3 1d8+1 X2 - - - B +1 weapon, AB is calculated for full attack ARMOR CHECK MAX SPELL ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES Mithril Chain Shirt L +5 0 +6 - - Special: _______________________________________________________________________________ Abilities:Languages Common Feline Elven Halfling Purr Feats Improved Natural Attack: Bite (1) Jibba Jabba (1, Tibbit bonus) Improved Natural Attack: Claw (1, flaw) Multiattack (1, flaw) Dark Deal (3) Anonymous Kitty: Big Cat Form (6) Flaws Beastly: You are vulnerable to the following list of spells that affect animals, as well as those which affect your own creature type: animal trance, calm animals, charm animal, dominate animal, hide from animals, hold animal. Additionally, you suffer a -2 penalty on all Charisma-based skill checks except Disguise, Handle Animal, and Use Magic Device. Anyone observing your mannerisms who possesses the wild empathy class ability can recognize this flaw immediately. Bestial Instinct: You suffer a -2 penalty to hit while using anything other than unarmed strikes or natural weapons. Harrowings Hell-Born Butchery: A Harrowed that develops this Harrowing gains a bite as a secondary natural attack, dealing 1d8 + 1/2 strength modifier damage. Her bites also deal an additional 2d6 points of damage of the same type chosen for her Tenebrous Touch class feature, though it does not trigger the secondary effects. Lashing Tail: A Harrowed that develops this Harrowing gains a tail slap as a secondary natural attack; this tail slap deals 2d6 + 1/2 strength modifier bludgeoning damage. Hell-Born Savagery: A Harrowed that develops this Harrowing develops two primary claw attacks that deal 1d6 + strength modifier slashing damage. Whenever the Harrowed chooses to channel their Tenebrous Touch through melee attacks, she may choose to channel it through two separate claw attacks instead of a manufactured weapon (essentially allowing her to make two melee Tenebrous Touch attacks). Unleash the Beast Pounce: You may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to your Charisma Modifier. Other Proficient with all simple weapons plus Sap and Garrott Proficient with light armor Darkvision 120' Feline Empathy: As Wild Empathy at +4 but only against felines, no penalty against magical beasts Cat Powah: Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his Natural Weapons in Kitty Form. The Monster Within Tenebrous Touch: Sky's Rage (Kintal's Tenebrous Touch is a standard action ranged touch attack with a 60' maximum range that deals 3d6 points of damage, half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Tenebrous Touch is accompanied by an incredible flash of lightning, forcing all those within five feet of the victim to succeed at a fortitude save (DC 14) or be partially blinded; all of their attacks suffer a 20% miss chance for one round per class level.) Two-World Eyes (Darkvision is doubled) Death Sight: When Kintal sees a corpse, no matter how old it is, he can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than five days, she may converse with it as though using speak with dead as a cleric of level 5. Kintal may only use this ability once on any given corpse. Kintal may also use this ability to determine if a being or corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving, if so.) Tenebrous Mantle: Once per encounter, as a swift action that does no provoke attacks of opportunity, Kintal may activate this ability. While this ability is active, he becomes shrouded in a raging manifestation of his Tenebrous energy. Any being striking him in melee with a natural or non-reach manufactured weapon takes Tenebrous Touch damage on their first successful attack, as well as suffering the secondary effect of the Kintal’s Tenebrous Touch. Additionally, while his Tenebrous Mantle is active, Kintal has DR 5/- against projectile attacks. This damage reduction counts against conjured projectiles (such as acid arrows), but not against rays or force effects (such as magic missiles). Using Tenebrous Mantle lasts for a number of rounds equal to Kintal’s charisma modifier (2). After gaining this ability, Kintal’s footprints flicker and gutter with weak Tenebrous energy, adding a +5 circumstance bonus to those attempting to track him (with obvious exceptions made for common sense, such as cold energy in the arctic tundra), even when the ability is not active. Unleash the Beast: When in kitty form the beast is in control, when not Kintal is in control. SKILLS Max Ranks(10) CC Max Ranks(5)
Key Skill Ability Misc CC Name Ability Mod Mod Ranks Mod Bluff Cha 5 = 2 + 4 - 2 Balance Dex 7 = 3 + 4 + Escape Artist Dex 9 = 3 + 4 + 2 Hide Dex 12 = 3 + 5 + 4 Intimidate Cha 8 = 2 + 6 + Jump Str 7 = 0 + 5 + 2 Knowledge: Arcana Int 6 = 2 + 4 + Knowledge: Nature Int 6 = 2 + 4 + Knowledge: Religion Int 6 = 2 + 4 + Listen Wis 4 = -1 + 5 + Move Silently Dex 8 = 3 + 5 + Spot Wis 6 = -1 + 5 + 2 Survival Wis 5 = -1 + 6 + Tumble Dex 8 = 3 + 5 + Use Magic Device Cha 12 = 2 + 10 +
_______________________________________________________________________________ EquipmentMundane GearMagical GearCollar of Holding/ Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithral Shirt +1) Cute Widdle Bowsies Valuables650gp. Background:Tiny Cat FormTiny Hit Dice: 1d6 + 6d8 + 7 Hit Points: 40/40 Initiative: +5 Speed: 20' Armor Class: 22 Touch: 17 Flat-footed: 17 Base Attack/Grapple: +4/ -6 Attack: Claw +5 (1d4-1) or Bite +5 (1d6-1+2d6 Electric) or Tail Slap +5 (1d8-1) Full Attack: 2 Claws +5 (1d4-1) and Bite +3 (1d6-1+2d6 Electric) and Tail Slap +3 (1d6-1) Space/Reach: 2.5', 0' Special Qualities: Darkvision 120', Low-light vision, Scent Saves: Fort: +1, Reflex: +8, Will: +5 (+4 vs Mind-Effecting and Soul Displacing effects) Abilities: Str: 6 Dex: 20 Con: 12 Int: 14 Wis: 8 Cha: 14 Skills: Bluff: +5, Balance: +9, Escape Artist: +11, Hide: +18 (+4 in tall grass), Intimidate: +8, Jump: +5, Knowledge (Arcana): +6, Knowledge (Nature): +6, Knowledge (Religion): +6, Listen: +4, Move Silently: +10, Spot: +6, Survival: +5, Tumble: +10, Use Magic Device: +12 Feats: Improved Natural Attack: Bite, Jibba Jabba, Improved Natural Attack: Claw, Multiattack, Dark Deal, Anonymous Kitty: Big Cat Form
Equipment: Collar of Holding/ Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithral Shirt +1), Cute Widdle Bowsies
Tenebrous Touch: Sky's Rage (Kintal's Tenebrous Touch is a standard action ranged touch attack with a 60' maximum range that deals 3d6 points of damage, half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Tenebrous Touch is accompanied by an incredible flash of lightning, forcing all those within five feet of the victim to succeed at a fortitude save (DC 14) or be partially blinded; all of their attacks suffer a 20% miss chance for one round per class level.)
Death Sight: When Kintal sees a corpse, no matter how old it is, he can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than five days, she may converse with it as though using speak with dead as a cleric of level 5. Kintal may only use this ability once on any given corpse. Kintal may also use this ability to determine if a being or corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving, if so.
Tenebrous Mantle: Once per encounter, as a swift action that does no provoke attacks of opportunity, Kintal may activate this ability. While this ability is active, he becomes shrouded in a raging manifestation of his Tenebrous energy. Any being striking him in melee with a natural or non-reach manufactured weapon takes Tenebrous Touch damage on their first successful attack, as well as suffering the secondary effect of the Kintal’s Tenebrous Touch. Additionally, while his Tenebrous Mantle is active, Kintal has DR 5/- against projectile attacks. This damage reduction counts against conjured projectiles (such as acid arrows), but not against rays or force effects (such as magic missiles).
Using Tenebrous Mantle lasts for a number of rounds equal to Kintal’s charisma modifier (2).
After gaining this ability, Kintal’s footprints flicker and gutter with weak Tenebrous energy, adding a +5 circumstance bonus to those attempting to track him (with obvious exceptions made for common sense, such as cold energy in the arctic tundra), even when the ability is not active.)
Pounce: Kintal may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to his Charisma Modifier (2).
Big Cat Form (Always active unless otherwise stated)Small Hit Dice: 1d6 + 6d8 + 7 Hit Points: 40/40 Initiative: +3 Speed: 20' Armor Class: 22 Touch: 17 Flat-footed: 17 Base Attack/Grapple: +4/ +0 Attack: Claw +6 (1d6+1) or Bite +6 (1d8+1+2d6 Electric) or Tail Slap +6 (1d8+1) Full Attack: 2 Claws +6 (1d6+1) and Bite +4 (1d8+1+2d6 Electric) and Tail Slap +4 (1d8+1) Space/Reach: 2.5', 0' Special Qualities: Darkvision 120', Low-light vision, Scent Saves: Fort: +1, Reflex: +6, Will: +5 (+4 vs Mind-Effecting and Soul Displacing effects) Abilities: Str: 10 Dex: 16 Con: 12 Int: 14 Wis: 8 Cha: 14 Skills: Bluff: +5, Balance: +7, Escape Artist: +9, Hide: +12 (+4 in tall grass), Intimidate: +8, Jump: +7, Knowledge (Arcana): +6, Knowledge (Nature): +6, Knowledge (Religion): +6, Listen: +4, Move Silently: +8, Spot: +6, Survival: +5, Tumble: +8, Use Magic Device: +12 Feats: Improved Natural Attack: Bite, Jibba Jabba, Improved Natural Attack: Claw, Multiattack, Dark Deal, Anonymous Kitty: Big Cat Form
Equipment: Collar of Holding/ Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithral Shirt +1), Cute Widdle Bowsies
Tenebrous Touch: Sky's Rage (Kintal's Tenebrous Touch is a standard action ranged touch attack with a 60' maximum range that deals 3d6 points of damage, half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Tenebrous Touch is accompanied by an incredible flash of lightning, forcing all those within five feet of the victim to succeed at a fortitude save (DC 14) or be partially blinded; all of their attacks suffer a 20% miss chance for one round per class level.)
Death Sight: When Kintal sees a corpse, no matter how old it is, he can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than five days, she may converse with it as though using speak with dead as a cleric of level 5. Kintal may only use this ability once on any given corpse. Kintal may also use this ability to determine if a being or corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving, if so.)
Tenebrous Mantle: Once per encounter, as a swift action that does no provoke attacks of opportunity, Kintal may activate this ability. While this ability is active, he becomes shrouded in a raging manifestation of his Tenebrous energy. Any being striking him in melee with a natural or non-reach manufactured weapon takes Tenebrous Touch damage on their first successful attack, as well as suffering the secondary effect of the Kintal’s Tenebrous Touch. Additionally, while his Tenebrous Mantle is active, Kintal has DR 5/- against projectile attacks. This damage reduction counts against conjured projectiles (such as acid arrows), but not against rays or force effects (such as magic missiles).
Using Tenebrous Mantle lasts for a number of rounds equal to Kintal’s charisma modifier (2).
After gaining this ability, Kintal’s footprints flicker and gutter with weak Tenebrous energy, adding a +5 circumstance bonus to those attempting to track him (with obvious exceptions made for common sense, such as cold energy in the arctic tundra), even when the ability is not active.)
Pounce: Kintal may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to his Charisma Modifier (2).
Magic items (for reference)Collar of Holding/Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithril Shirt +1) - Armor counts as +2 armor
Cute Widdle Bowsies - can select one worn item per point of charisma modifier (2). These items remain on you when you switch to Kitty form, and in the case of magic items still function. (attached to collar)
Ring of Humankind
Catnip Mousie - 3/day gain CL5 haste, standard action activation
Hairball Grenade (7) - 1 use item. Swift action activation, CL3 Cloud of Bewilderment effect (30' range, 10' cube, lasts 3 rounds, Fort DC 17, no SR, nauseates creature in the clod for as long as they are in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on Kintal's turn. The cloud obscures sight including darkvision, providing concealment to creatures within the area or against attacks made through the cloud)
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« Last Edit: October 28, 2011, 03:05:07 AM by Nanshork »
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Sir Shadow
Ring-Tailed Lemur
 
Posts: 32
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« Reply #5 on: April 23, 2010, 03:29:41 PM » |
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Bartholomeow BitterleafBartholomeow was born with the rest of his siblings under a house owned by a crazy lad. A crazy cat lady to be specific. Hundreds of cats lived in and around the house, and all were awakened.
At first, Bartholomeow was like any other kitten: curious, loving, adorable, but over time he began to show a mean streak a county wide. While he never did anything to his fellow cats, he had a particular nasty habit of terrorizing the human population of the nearby village. When he began to show a talent for magic, his parents saw it as the perfect opportunity to ship him off to school where he would hopefully be straightened out--but not before teaching him the secrets of Cat Burglary. So, under the guise of being human, Bartholomeow left his family to never return.
Though Warthog's School of Spellbooks and Sorcery was everything he could ever have dreamed of, he couldn't help but notice the plethora of pets (or familiars rather)--cats in particular. What disturbed him even more was the apparent lack of respect and, at times, outright cruelty displayed toward the feline companions. This seeming racism only drove him deeper into his hatred of humanity.
When the time came to chose what area he would specialize in, necromancy was the natural choice, but it wasn't as easy following that dark path as one might think. Despite his skill, Bartholomeow was really never taken seriously for the simple fact that he was so cute! Who ever heard of a cute male necromancer? It seemed that there was only a precedent for appealing females in the realm of necromancy while all men had to have some form of physical deformity that would provide the social awkwardness and jealousy that would drive them along the path.
But Bartholomeow didn't care, he was evil and he knew it! "Screw the rules, I'm evil and I know it!" He would cackle before unleashing unholy magic against his dueling partners, although it was usually followed by "Stop laughing!"
Yet, before his plans of national domination (you have to start small, no pun intended) could come to fruition, a professor demonstrating a Gate spell lost control and Bartholomeow was pulled through into a strange plane he had never heard of. Even more shocking was the fact that the Gate was gone and there was no egress from this place.
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Ruam
Member
Bi-Curious George

Posts: 500
First-class monotremancer
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« Reply #6 on: April 23, 2010, 04:42:09 PM » |
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BillCrunch Noble Platypi Druid 5 True Neutral Small Monstrous Humanoid Init: +3 (dex + improved initiative) Senses: Darkvision 60ft, Blindsense 30ft in water Languages: Common, Furry, Druidic Level adjustment: +1 XP:17864 Height:3'1'' Weight: 45 pounds Age: 26 _____________________________________________________________
AC: 14 = 10 - 1 (dex) +1 (size) + 4 Armour hp:30 = 24 (6d8) + 6 Immune: - Resist: - SR: - Other: - Saves: (Base + mod .+ misc.) Fort: + 5 (4+1), Ref: +0 (1 - 1), Will: +7 (4+3)
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Speed: 20ft, Swin 20ft, Burrow 5ft Melee: Spur 1d3 + Str mod Space: 5ft.; Reach: 5ft. Base Atk Bonus: +4 Special Actions: Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks). _____________________________________________________________
Abilities: Str 12, Dex 8, Con 12, Int 10, Wis 19 (16 base + advancement + 2 Item), Cha 10 SQ: Animal companion, nature sense, wild empathy, Woodland stride, Trackless step, Resist nature’s lure, Wild shape (1/day) Feats: Improved Initiative, Extend Spell Racial Bonus: +2 Str, -2 Wis and Int Skills (ranks + mod + misc.): Concentration 6 (5+1), Craft (), Diplomacy 1, Handle Animal 3, Heal 4 (1+3), Hide (0-1+4) Knowledge (nature) 7 (5+2), Listen (2+3), Profession (), Ride (2+0), Spellcraft , Spot +3), Survival (1+3+2+2), Swim 9 (0+1+8) Skill Synergies: Survival (Know. (Nature)), _____________________________________________________________ Possessions: _____________________________________________________________
Spells: Druid 5
Spells per day (bonus): 0: 5 1: 4 (1) 2: 3 (1) 3: 2 (1)
Hold Breath (Ex): The Platypi can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.
Carnivore (Ex): Platypi are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
Poison (Ex):[/b] Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks).
Blindsense (Ex): Platypi can sense all living beings within 30' while underwater as if they had Blindsight.
Platypi have a Primary Spur Attack doing 1d3 plus their Strength Modifier.
Platypi receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.
Weapon and Armor Proficiency: Weapon and Armor Proficiency:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel,dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
Carrying Capacity: Light: 21 lb. or less Medium: 22–43 lb. Heavy:44–65 lb.
Fluff Personality History Mama, what is that strange thing?
Shush dear, it is not polite to point at people. But to answer you question, we do not know. He just showed up one day and wanted to buy stuff from old Mr. Morts store. He shows up roughly two times each season and trade a few thing and then he disappears. He is a nice fellow most of the time, but I've seen him turn the forest itself against people if they try to harm it and force a grown man to his knees in a fight, he calls himself one of the “noble platypi”, we call him Bill...
He looks like a beaver and a duck at the same time...
He could hear the woman and her child but he did not mind them, he did not care much for people. As long as they did not throw the world off-balance and left him alone he did the same thing. He stretched out his arms and felt how his bill turned into a beak, his fur into feathers and his feet into sharp talons. With a forceful push he took of from the ground and caught a warm breeze upwards. Hearing how the young boy gave of a sound of surprise he did the closest thing he could to a smile and started flying home.
He had left his native home early. What did he have to gain from staying there, except from the wrassle (which he was never any good at compared to the other)? He had already learned Druidic from the village elder and he knew how to make nature come to his aid. The very moment his mother had allowed him to play out of her sight he had explored the lakes and forests nearby, feeling much more in tune with them than he did with his kinsmen so the fact that he would leave was not a mystery to anyone. At the time he felt he could manage on his own he had walked away with nothing but a “I'll see you around” as a farewell to his family.
After a four years of wandering throughout the world he had managed to find his own corner of heaven: a big lake with several smaller ones around, a river running through all of them, a large forest nearby and a village a three day travel from there (one and a half after he learned how to transform into a bird). The village was a nice place when he needed a new knife, spear-tip or an excuse to talk to someone. Even if he did enjoy being away from people most of the time he did get the urge to talk to someone with news from the outside world every now and then. And a even if he was one of the smaller and weaker of his tribe he still liked a good wrassle every now and then, it was in his blood. So whenever he had caught a large game he could smoke it and trade it along with some of his druidic services for whatever he needed.
It was just another day in paradise. He was floating around his favourite lake after a day of patrolling the area for anything out of the ordinary, he had just caught himself a great dinner and the afternoon sun warmed nicely. Except from the fact that the neighbouring family of wolves cubs decided to bite him in the tail when he had come to check up on them life was great. He would not trade this for anything. And then he suddenly felt this strange jerk around his waist... Equipment
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« Last Edit: June 18, 2010, 06:16:16 PM by Ruam »
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jojolagger
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« Reply #7 on: April 24, 2010, 10:10:21 AM » |
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Ceusharath Ceusharath is a young (for a kalashtar) telepath who wants to get back as soon as possible so he can help on the summit road. However He will still be vigilant as the inspired could be here too. More when I have time to type up the backstory I have planned out. Also, Lord Zandak Marhana Iriestina Torgar Grahorn Fruben Milltall the Third, King of Gems (#FDD017 for speech color)
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« Last Edit: August 30, 2011, 01:51:13 AM by jojolagger »
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Countdown to Zombie Apocalypse 97 When you see this, copy it into your sig and -1  Quotes In other words, he thinks there's a "correct" way to play D&D. *sigh* There is: Kill shit and loot the corpse! When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.
But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
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Radmelon
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« Reply #8 on: April 24, 2010, 02:43:28 PM » |
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I think I figured out mythweavers.Weapon Proficiencies (Ex): Spiked chain, quarterstaff, longsword, dagger, blowgun, longbow, scythe, annulat.
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« Last Edit: June 06, 2010, 02:11:49 PM by Radmelon »
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solara
Domesticated Capuchin Monkey
 
Posts: 101
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« Reply #9 on: April 24, 2010, 05:48:52 PM » |
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My character, on Myth-Weavers: Savorel
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Flay Crimsonwind
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« Reply #10 on: April 25, 2010, 02:31:44 AM » |
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Zachary Magen, Unfortunate SamuraiHistory Zachary Magen was not from his Lord's country by birth; he came there with his family at age five. Though there are only the barest of common references of his date of birth, his mother stated, as does his supposed birth certificate, indicate he was born in the six month of the year 1569. His father was a messenger, who had moved his family to the more populous country in the hopes that he might receive more work, and higher paying clients, with which to support his family. Zachary rode with him on a few jobs, and on one such job his father was robbed on the highway and beaten. Angered as his father was humiliated, he immediately went, alone, to the localized police and demanded that action be taken. He was laughed out of the building, and chased away as a nuisance, and swore from that day forward to learn a skill that could being him strength enough to demand justice.
His heart pure, he was accepted into a sword dojo, though as he was poor, he was expected to work there to earn his lessons, and soon he was so often in training or working that spent almost no time at all at his home. At age seven, he was at all shoden and chuden techniques, and was working on his okuden-level proficiency in Kogen Itt?-ry?. At age eleven (a number he hates; it's ridiculous, it's not even funny), mastered in all okuden in his dojo, and the second-seat student, he was passed up for the role of personal retainer in the local lord's force (thus he hates the number eleven). In order to gain a spot for his lord, he decided the best way would be to challenge retainers lawfully, showing his superiority, and thus he fought, by sheer coincidence, eleven retainers new and established under the lord. He won them, and for looking like a systematical threat, he was imprisoned for eleven days (see, it's not even funny, just ridiculous) before his trial. After (angrily) accepting his fate, and showing nothing but serenity during his imprisonment, he was finally tried, and found to be both loyal and sane (although irritable), and was finally brought on as a retainer, given the nickname Irebun no Magen (Magen the Eleven), which would often be a source of teasing and bickering amongst his peers as it irritated him so.
After eleven years of service, and completely unchallenging, boring peace, an assassination attempt was successful on his daimyo while he was standing guard, and as such he was blamed for the killing. Restricted to his room, he met with a deal, presented by a Karasu Tengu, wherein he gives his services in exchange for a chance to redeem himself. His goal is to reclaim his honor, return to his world, and proceed with a vengeance against those that wronged him. And he can't even decide where to start, so this looks like a perfectly reasonable way. Slapped on the head with the sword, he wakes up with a migraine and a new adventure...
He takes himself very seriously, and thus does he utterly despise the world he finds himself in, and hope to leave it as quickly as possible.
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« Last Edit: May 25, 2010, 02:13:47 AM by Flay Crimsonwind »
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konner09
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« Reply #11 on: May 24, 2010, 08:46:24 PM » |
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Joseph the magical ooze he got tricked by the jester to come with promises of pie and cake 
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« Last Edit: May 24, 2010, 08:50:13 PM by konner09 »
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I became insane, with long intervals of horrible sanity. - edgar allen poe
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Monotremeancer
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« Reply #12 on: October 13, 2010, 04:47:19 PM » |
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BillCrunch Noble Platypi Druid 6 True Neutral Small Monstrous Humanoid Init: +3 (dex + improved initiative) Senses: Darkvision 60ft, Blindsense 30ft in water Languages: Common, Furry, Druidic Level adjustment: +1 XP:22819 Height:3'1'' Weight: 45 pounds Age: 26 _____________________________________________________________
AC: 14 = 10 - 1 (dex) +1 (size) + 4 Armour hp:30 = 24 (6d8) + 6 Immune: - Resist: - SR: - Other: - Saves: (Base + mod .+ misc.) Fort: + 6 (5+1), Ref: +1 (2 - 1), Will: +9 (5+4)
_____________________________________________________________
Speed: 20ft, Swin 20ft, Burrow 5ft Melee: Spur 1d3 + Str mod Space: 5ft.; Reach: 5ft. Base Atk Bonus: +4 Special Actions: Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks). _____________________________________________________________
Abilities: Str 12, Dex 8, Con 12, Int 10, Wis 19 (16 base + advancement + 2 Item), Cha 10 SQ: Animal companion, nature sense, wild empathy, Woodland stride, Trackless step, Resist nature’s lure, Wild shape (1/day) Feats: Improved Initiative, Extend Spell, Natural Spell Racial Bonus: +2 Str, -2 Wis and Int Skills (ranks + mod + misc.): Concentration 9 (8+1), Craft (), Diplomacy 1, Handle Animal 3, Heal 4 (1+3), Hide (0-1+4) Knowledge (nature) 8 (6+2), Listen (2+4), Profession (), Ride (2+0), Spellcraft , Spot +3), Survival (1+3+2+2), Swim 9 (0+1+8) Skill Synergies: Survival (Know. (Nature)), _____________________________________________________________ Possessions: _____________________________________________________________
Spells: Druid 5
Spells per day (bonus): 0: 5 1: 4 (1) 2: 4 (1) 3: 3 (1)
Hold Breath (Ex): The Platypi can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.
Carnivore (Ex): Platypi are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
Poison (Ex):[/b] Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks).
Blindsense (Ex): Platypi can sense all living beings within 30' while underwater as if they had Blindsight.
Platypi have a Primary Spur Attack doing 1d3 plus their Strength Modifier.
Platypi receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.
Weapon and Armor Proficiency: Weapon and Armor Proficiency:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel,dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
Wild Shape (2/day) (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
Carrying Capacity: Light: 21 lb. or less Medium: 22–43 lb. Heavy:44–65 lb.
Fluff Personality History Mama, what is that strange thing?
Shush dear, it is not polite to point at people. But to answer you question, we do not know. He just showed up one day and wanted to buy stuff from old Mr. Morts store. He shows up roughly two times each season and trade a few thing and then he disappears. He is a nice fellow most of the time, but I've seen him turn the forest itself against people if they try to harm it and force a grown man to his knees in a fight, he calls himself one of the “noble platypi”, we call him Bill...
He looks like a beaver and a duck at the same time...
He could hear the woman and her child but he did not mind them, he did not care much for people. As long as they did not throw the world off-balance and left him alone he did the same thing. He stretched out his arms and felt how his bill turned into a beak, his fur into feathers and his feet into sharp talons. With a forceful push he took of from the ground and caught a warm breeze upwards. Hearing how the young boy gave of a sound of surprise he did the closest thing he could to a smile and started flying home.
He had left his native home early. What did he have to gain from staying there, except from the wrassle (which he was never any good at compared to the other)? He had already learned Druidic from the village elder and he knew how to make nature come to his aid. The very moment his mother had allowed him to play out of her sight he had explored the lakes and forests nearby, feeling much more in tune with them than he did with his kinsmen so the fact that he would leave was not a mystery to anyone. At the time he felt he could manage on his own he had walked away with nothing but a “I'll see you around” as a farewell to his family.
After a four years of wandering throughout the world he had managed to find his own corner of heaven: a big lake with several smaller ones around, a river running through all of them, a large forest nearby and a village a three day travel from there (one and a half after he learned how to transform into a bird). The village was a nice place when he needed a new knife, spear-tip or an excuse to talk to someone. Even if he did enjoy being away from people most of the time he did get the urge to talk to someone with news from the outside world every now and then. And a even if he was one of the smaller and weaker of his tribe he still liked a good wrassle every now and then, it was in his blood. So whenever he had caught a large game he could smoke it and trade it along with some of his druidic services for whatever he needed.
It was just another day in paradise. He was floating around his favourite lake after a day of patrolling the area for anything out of the ordinary, he had just caught himself a great dinner and the afternoon sun warmed nicely. Except from the fact that the neighbouring family of wolves cubs decided to bite him in the tail when he had come to check up on them life was great. He would not trade this for anything. And then he suddenly felt this strange jerk around his waist... Notable Equipment Prepared spells
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« Last Edit: July 09, 2011, 11:09:00 AM by Monotremeancer »
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Who cares for realism when you can be awesome?
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