(CSToA) Touch of the Abyss [RG]

Creamsteak

Explorer
This is the thread for all characters in Touch of the Abyss. It will also potentially include stat-blocks or items involved in the game.
 
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Tesla Rostovetskyi & Arcs

[sblock=Description]She is of average height and weight with deep green eyes and long black hair.
She is often clad in loose fitting travel robes with her light crossbow strung
across her back. The required bolts hang freely on her waist, tucked well behind her
robes. Though she convincingly gives the appearance of an arcane wielder she
is truly anything but.[/sblock][sblock=History]Every so often the barriers between the elemental planes cross onto the material
plane. And sometimes, ever so rare, the crossing elemental planes are polar
opposites, causing a brief but devastating battle between the opposing elements.
Things get even more compounded when this happens in inhabited humanoid areas like
Mahute, Tesla’s home town.

The clashes of elemental power leveled Mahute to the ground leaving almost all of
those who lived there dead or missing. Only a hand full survived, including Tesla.
However, those that did survive were marked for all eternity, whether they knew it
or not. Their souls were permanently touched by the elementals powers that collided
that night. Some of those marks became physical, others emotional, and others like
Tesla where able to merge and enhance their marks with their own powers Though
admittedly Tesla was not able to get to where she is on her own. Helping with her
never ending studies is her trusted envoy Arcs, an Tempestan. Tesla is unsure on how
Arcs came to be her envoy as she has never summoned him or anything like him in her
life. He showed up a few days after the attack on her town. When she asks Arcs why
he is here, he simply answers, “Easy, you asked for me.” When pressed harder, Arcs
simply smiles, brushes of the questions and goes off playing. For now, Tesla has
accepted their meeting as a benefiting mystery and has called Arcs friend on more
than one occasion. Together they have traveled the lands in search for adventure and
knowledge on how she can further benefit from her mark.[/sblock]
Code:
Name: Tesla Rostovetskyi
Class: Psion 6.3 (Kineticists)  Age: ??
Race: HUman              Height: 5' 6"
Size: Medium  	         Weight: 110 lbs
Gender: Female             Eyes: Bright Green
Alignment: Neutral Good  Hair: Long & Black
Deity:                   Skin: Weathered 

Class & Racial Traits:
Human                    Psion & Character
1 Bonus Feat             Displine: Kineticists
+1 Skill Point per Lvl   Extra Feats: 2
+4 Skill Points @ 1 Lvl  Feats: 3
Action Points: 8         Ability Bonus: +1 Int

Str:  8 (-1)  Level: 6.3  XP:  25600
Dex: 16 (+3)  BAB: +3     HP:  37/37 (6d4+22)
Con: 14 (+2)  Grapple: +2 Dmg Red: -/-
Int: 18 (+4)  Speed: 30'  Spell Res: -
Wis: 10 (+0)  Init: 12    Spell Save: - 
Cha:  8 (-1)  ACP: 0      Spell Fail: 0%				

       Base Armor Shld Dex Size Nat Misc Total
Armor:  10   +7   (+4)  +3  +0   +0  +1   21 (25)
Touch:  21   Flat-Footed: 21

      Base Mod Misc Total
Fort:  2    +2  +1   +5
Ref:   2    +3  +1   +6
Will:  5    +0  +1   +6

Armor           Bonus Dex ACP ASF  Weight Cost
*Interial Armor  +7    +6  0   0    0lbs   7 Power Points
%Force Shield    +4(+5) -  0   0    0lbs   1 (5) Power Points
     *OverChannelled daily casting good for 7hrs
     %OverChannelled buff casting good for 7min

Weapon           Attack Damage  Critical  Range  Weight Cost 
L. Crossbow, MW    +7    1d8    19-20/x2   80ft   4lbs  302gp

Equipment Cost / Weight
Explorers outfit           (-gp / 0 lbs)
Bolts (60)                 (6gp / 6 lbs)
Flint & Steel              (1gp / 0 lbs)
Belt Pouch                 (1gp / 0 lbs)
Rations x3                 (1gp / 1 lbs)
Sunrods x2                 (4gp / 2 lbs)
Waterskin x1               (1gp / 3 lbs)
Eye of Concentration       (10000gp / 3 lbs) [+10 Concentration] [Eyes]
Ring of Protection +1      (2000gp / - lbs)
Platinum Ring              ( --gp / - lbs)   [+2 Int, -2 Wis, Wild Talent (+2PPs)]
Cloak of Resistance +1     (1000gp / 2 lbs)
Waterskin x1               (1gp / 3 lbs)
Psiontrix Necklace
      Levitation           (1620gp / 0 lbs) 3rd level manifester power 1/day
Power Stones (Medium)      
    3. Identify x2         (300gp / 0 lbs) 2nd
    4a.Eradicate Invis x1  (750gp / 0 lbs) 3rd

Total Gold Spent: 6000
Total Gold Remaining: 262.5 gp

Current Capacity: Light (26) 
Carry Capacity: Light: 0-26 Med.: 27-53 Heavy: 54-80 
Lift: 160 Drag: 400

Languages: Common, Giant, Dwarven, Elven

Feats: (7 + 1)
Overchannel, Talented, Privledge Energy (Electric), Paraelemental Power (Electric),
Psicrystal Affinity, Elemental Envoy (Tempestan), Envoy Cognizance, Psionic Meditation 
Wild Talent, Psionic Body (+16 Hps)

Skill Points: 56 Max Ranks: 9/4.5
Skills                Abil Ranks Mod Misc Total
Autohypnosis          Wis    9    +1   +2  12 [Synergy: Concentration]
Concentration         Con    8    +2  +10  20
Initiative            Dex    9    +3       12
Knowledge (Psionic)   Int    8    +3   +2  13 [Synergy: Autohypnosis]
Knowledge (Planes)    Int    5    +3        8 
Psicraft              Int    9    +3   +2  14 [Synergy: Use Ps. Device]
Use Psionic Device    Cha    9    -1   +2  10 [Synergy: Knowledge]
[sblock=Powers]
Code:
Total Power Points: 49 // Bonus Power Points: +9 // Base DC: 13 + Power Level
Total Powers Known: 13 // Manifester Level: 6 (7 If Overchanneled, 7/8 If Electric)
1 Level (4)      2 Level (4)      3 Level (5)    
Inertial Armor   Energy Missile   Dispel         
Force Screen     Larval Flayers   Body Adjust.   
Mind Thrust      Concussion Blast Time Hop       
Grease, Psionic  Ego Whip         Tele. Thrust   
                                  Energy Bolt
[/sblock][sblock=Arcs (Tempestan)]
Code:
HD: 3d8 (13) Initiative: +7 Speed: 30 ft (6 squares) Fly: 30ft Perfect (12 squares) 
AC: 19 (Dex +3, Nat +5, Barding +0, Size +1) Touch: 14 FF: 16 
Base Attack/Grapple: +2 Space/Reach: 5ft / 5ft
Attack: Bite +6 Slam (1d4) 
Full Attack: +6 Slam (1d4)
Abilities: Str 10 ; Dex 17 ; Con 10 ; Int 12 ; Wis 11 ; Cha 14 
Saves: Fort: 1, Ref: 6, Will: 1, CR: 2 
Special Qualities: Elemental Traits, Improved Evasion, SHare Powers, Telepathic Link, Deliver Touch  
Special Attacks: 2xDay Energy Ray (+5 Range, 3d6), Control Air(+/- 40 MPH), Demoralize (DC 14)
Skills: Concentration +7, Gather Information +8, Psicraft +7, Perception +2
Feats: Combat Manifestion, Flyby Attack, Improved Initiative, Improved Natural Attack, Weapon Finesse 
       Alterness
[/sblock] -Blood
 
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[sblock=Appearance]
Weight: 145lb
Eyes: Light green
Scales: Dark green[/sblock]
[sblock=Background]
Slisik began a typical reptilian life in his swamp village, learning how to respect, worship, and control nature. However, his people were constantly harassed by the nearby settlement of cave goblins, who demanded hunting rights in the swamp. Both races being fiercely territorial, the dispute eventually developed into a full-scale war. The goblins would send warbands to ambush trade caravans and hunting parties, while the dragonborn would send raids into the caverns. Finally, the goblins launched a massive assault on the village; all but a number of dragonborn were slain, their heads posted on sticks as a warning.
The survivors, enraged by their loss, launched a crazed attack on the caves while the goblin tribe was celebrating. None escaped their wrath; non-reptilian prisoners, children, and warriors alike were all cut down. With both settlements destroyed, and less than 50 survivors between them, Slisik decided to leave the swampland and try to make a life elsewhere. But he wasn't the same after the bloodshed; he lost his peaceful, naturalistic outlook on life. He now took up the sword, seeking riches and glory in what he expected would be a very short life.[/sblock]

Code:
Name: Slisik
Class: Druid 5 / Barbarian 1
Race: Dragonborn
Size: Medium
Gender: Male
Alignment: Neutral Evil
Deity: Semuanya (I'm using the Lizardfolk god, since I'm not sure which one
the Dragonborn worship)

Str: 18 +3 (8p+1lvl) Level: 6+3      XP: 0/5000
Dex: 12 +1 (4p.)     BAB: +4      HP: 47 (5d8+1d12+12 [8,4,5,4,5,6,1,1,1])
Con: 14 +2 (6p.)     Grapple: +7     
Int:  8 +0 (4p.)     Speed: 30'      
Wis: 16 +3 (6p.)     ACP: -5        
Cha: 8  -1 (0p.)     Action Points 8/8    

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +7    +0    +1    +0    +0    +1    19
                                       Touch: 12 Flatfooted: 18

                         Base   Mod  Misc  Total
Fort:                      6    +2          +8
Ref:                       1    +1          +2
Will:                      4    +3          +7

Weapon                  Attack   Damage     Critical
+2 Greatsword            +11     2d6+8      19-20--x2
MW Scimitar               +9     1d6+6      18-20--x2   (using it 2-handed)
Unarmed			  +8	 1d3+4         20--x2
Longbow                   +5     1d8           20--x3

Spells Prepared
0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic
1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire
2 (3): Bull's Strength, Barkskin, Fog Cloud
3 (2): Call Lightning, Cure Moderate Wounds

Languages: Common, Draconic, Druidic.

Abilities: Animal Companion, Nature Sense, Wild Empathy, Woodland Stride
Trackless Step, Resist Nature's Lure, Fast Movement (+10ft), Rage 1/day
Wild Shape 1/day

Feats: Track (1st), Power Attack (3rd), Cleave (6th), Armor Prof. (Heavy)
      Wpn. Focus (Greatsword), Blind Fight

Skill Points: 36+2     Max Ranks: 9/4.5
Skills                   Ranks  Mod  Misc  Total
Animal Handling           9    -1     +4    +12    (Link)
Athletics                 0    +5           +5     (racial)
Concentration             9    +2          +11
Survival                  9    +5     +2    +16    (Nature Sense, racial)
Initiative                3    +1           +4
Perception                9    +3          +12


Equipment:               Cost  Weight
+2 Greatsword          4,350gp  8lb
MW Scimitar              315gp  4lb
Longbow	                  75gp  3lb
20 Arrows		   1gp  3lb
+1 Dragonhide Banded   1,800gp 25lb
Ring of Protection +1  2,000gp   --
Backpack                   2gp  2lb
Flint and Steel            1gp   --
Waterskin                   1g  4lb
Whetstone                  2cp  1lb
Holy Symbol              400gp 50lb
Gold Ring
 
                                    
[u]Accounting[/u]
Started with 78gp, 9sp, 8cp remaining.
Gained +2 Greatsword, Holy Symbol, 289gp, 5985sp - dragon
Lost +1 Greatsword, Gained 1175gp - sold to Errol
Gained Dragonhide Banded Mail, Lost +1 Studded Leather, 2125sp - crafted
Changed Dragonhide to +1, Lost 614gp, 3860sp - enchanter
Lost 8cp - food / tip
(78gp 9sp 8cp) + (289gp 5985sp) + (1175gp) - (2125sp) - (614gp 3860sp)
- (8cp) = 928gp 9sp
Gained Gold Ring - reward for saving the Marquis

Total Weight:119lb     Money: 928gp 9sp  (~19lb)

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               76    153   230   460   1150
[sblock=Animal Companion]
Tricia, Monitor Lizard
Hit Points: 26 (3d8+9=8+4+5+9)
Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Speed: 30 ft., swim 30 ft.

AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Saves - Fort: 8, Ref: 3, Will: 2
BAB: +2
Grapple: +5
(Full) Attack: Bite +5 melee (1d8+4)
Space/Reach: 5ft/5ft

Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11
*in forested or overgrown areas
Feats: Alertness, Great Fortitude, Link, Share Spells

Bonus Tricks: Trained for Fighting[/sblock]

----------Wild Shape----------
[sblock=Wild Shape Mechanics]
Standard action to change form (to or back). Changing form does not provoke an AoO. Effect lasts 1 hour/druid level. When used, you regain 1hp/character level. Any worn/carried gear melds into the animal form, and cannot be used until changed back.
The animal form must be one the caster is familiar with. (I'll assume Slisik is familiar with a variety of swamp-dwelling creatures)
You cannot speak while in animal form, except to similar animals.
The new form's HD cannot exceed the druid's class level. The character retains the type and subtype of its original form, but gains the size of its new form. The character loses its natural weapons, natural armor, movement modes, and extraordinary abilities of its original form, and gains those of its new form.
# The character retains the special qualities of its original form, and does not gain those of its new form.
# The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
# The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
# The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
# Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
# The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
# The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.[/sblock]
[sblock=Crocodile]
Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.
Abilities: Str 19, Dex 12, Con 17
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Saves- Fort: 9, Reflex: 2, Will: 4
Speed: 20', swim 30'
Attacks: Bite +8 melee (1d8+6) or tail slap +8 melee (1d12+6)

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. [note: the creature must be small or smaller in size]

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.[/sblock]
[sblock=Monitor Lizard]
Monitor Lizards are fairly large, carnivorous lizards from 3 to 5 feet long.
Abilities: Str 17, Dex 15, Con 17
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Saves- Fort: 9, Reflex: 3, Will: 4
Speed: 30', swim 30'
Attacks: Bite +7 melee (1d8+3)[/sblock]
[sblock=Constrictor Snake, Medium]
Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.
Abilities: Str 17, Dex 17, Con 13
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Saves- Fort: 7, Reflex: 4, Will: 4
Speed: 20', climb 20', swim 20'
Attacks: Bite +7 melee (1d3+4)

Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex): To use this ability, a constrictor 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. If it wins the grapple check, it establishes a hold and can constrict.[note: the creature must be small or smaller in size][/sblock]
[sblock=Viper Snake, Medium]
Viper snakes rely on their venomous bite to kill prey and defend themselves.
Abilities: Str 8, Dex 17, Con 11
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Saves- Fort: 6, Reflex: 4, Will: 4
Speed: 20', climb 20', swim 20'
Attacks: Bite +3 melee (1d4–1 plus poison)

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based. [Fort DC: 11][/sblock]
 
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Veris Ind (real name Veritas Indeus)

NE Female Tiefling Warlock

Age: 19
Height/Weight: 5'6/100

Str: 8/-1
Dex: 14/+2
Con: 14/+2
Int: 12/+1
Wis: 10/0 (12-2)
Cha: 18/+4 (15+2+1)

Init: +2

Hp: 6+5d6+12+2=37

Action Points: 8

Bab: 4
Ranged touch: +7 Eldrich Blast 3d6+2 (60ft)

AC: 19/12/17(total/touch/flatfooted), (10+2(dex)+5(armour)+2(buckler))

Fort: +4 (+2+2)
Ref: +4 (+2+2)
Will: +5

Skills: 2+2x9=36
Deception: 13 (9+4)
Concentration: 11 (9+2)
Perception: 9 (9+0)
Use Magic Device: 13 (9+4)
Knowlege (religion): 3 (2+1)

Languages: Common, Infernal, Goblin

Feats:
Weapon Focus (ranged spell)
Ranged Spell Specialization
Extra Invocation
Extra Invocation
Extra Invocation

Class Abilities:
Detect Magic at will
Decieve Item (can always take 10 on UMD)
DR 1/cold iron

Invocations
Least 3+1
Elritch Spear (blast range 250 ft)
Entropic Warding (deflect 20% of ranged attacks, pass without trace, no scent)
Spiderwalk (spiderclimb+immune to webs)
See the Unseen (darkvision+see invis)
Summon Swarm
Wall of Gloom (will save to pass (DC: 16), up to 40ft straight or up to 15 ft radius ring, 20ft high. C+1rd/lvl)

Lesser 1
Walk Unseen (invisibility,self)


Equipment: 6000 gp
Chain shirt+1 (100+150+1000=1250gp) 25lb, -1acp
Buckler+1 (15+150+1000=1165gp) 5lb
2 Wands of Cure Light Wounds (1d8+1, 50/50, 50/50): 750x2=
Hat of Disguise: 1800gp
Mundane gear: 100 gp
Gold: 185 gp

Wishlist:
Handy Haversack
Scrolls
Wands

Appearance:
To some she's exotically beautiful, her hair a cascade of silky red, her skin pale and unblemished and her eyes twin pools of solid black. Her features are delicate, her body is shapely, and her lips are full and red as blood. Two onyx-black horns jut proudly from the top of her forehead, curving slightly backwards at the root and forwards at the tip. Her black armour and leathers reveal little of her flesh but imply much. To some she is beautiful, to most she's a fiendish abomination.

[sblock=Background]
Her grandmother, a godfearing matron of a minor noble house, was seduced by the Incubus Sehamel in the fourteenth year of her marriage. The seduction, just a minor part of the Demons plan to sow chaos in the southern lands, ruined the family forever but out of mercy and folly the child was spared. Banished from what little remained of the family the grandmother, alone and impoverished, cared for her monstrous child as the one remaining part of the fiend she loved more than anything else. Together they eked out their meager existence for a few years until the grandmother died, aged and sickened by her hardship. In her final moments she cried out to the Demon Sehamel, pledging her immortal soul into his hands before, finally at peace, she died.
Her mother, alone at the age of six, lived on the streets before being driven out into the forests. There she should have died, but her heritage lent her strength and endurance beyond her years, and away from the hateful eyes, fists and voices of others she thrived. She grew strong and she grew wild, and when the time came for her body to change she grew lustful. Unable to connect to the men she desired on an emotional plane she sought to conquer them on the carnal. Like a vicious spirit of the forest she assaulted the lone travellers she took a fancy to and raped them. Before long she found herself with child, a child she knew she could not care for and who she, for love and the memory of its father, could not kill. She had heard, from the pleas of mercy one of her lovers had gibbered to her, that the church of Light (or whatever fits the setting) prided itself on its tolerance. If she would but see the light even she could be redeemed. Though she did not seek redemption for herself she knew that such a faith would at least allow her child to live, and hopefully live a better life than she herself had done. So, with her features covered by a dark cloak, she delivered her child into the hands of the usher at the local monastery before turning and leaving without a word.
The infant would live, though some did seek her death even at that tender age. Still, the father-superior was a wise fool, consumed by his noble principles, and he took pity upon her. Naming her "Truth in God" he reaffirmed the churches stance of redemption before ridding himself of her and delivering her to the nuns. Veritas Indeus was a poor name for the child who seemed destined to be a pathological sneak and liar no matter how much the sisters tried to beat the devil out of her. Time and again she exhausted their piety and was sent off to yet another convent, each one harsher than the next. In the end she would spend most of her childhood locked up in a tiny stark cell, a featureless cube of white in a Silence that could never be broken and where the blinding light would pierce her very soul or kill her trying. There she would know pain, fear, sorrow, hate and finally a dull numbness fading into an infinity of nothing where the only thing to keep her alive was a spark of darkness burning in a sea of white. In that cell her mind was wiped clean, until one day a visiting nun found her drooling mindlessly in her own filth and someone once again took pity on her. The sister Mrai Sanctala had amassed an impressive reputation for strength and practical piety in her long life and she had little difficulty of persuading the mother-superior of the convent to allow her to take the child off her hands.
It was a long way back to sanity, but in the care of the elderly sister she began to slowly return to herself. Mrai soon found the child both intelligent, adorable, dangerously charming and utterly irredemable. Realising the child was not meant for the light, a truth that would have her burned at the stake for heresy, Mrai contented herself with trying to keep her out of the darkness. She was not entirely unsuccessful and she managed to plant the seeds of empathy in her mind. It helped that the child had no memory of the torture she had suffered at the hands of the church. Little by little Veritas grew into a being who could function in society, if society could but accept her. That was the final challenge, and it was there that Mrai's judgement failed. Like all truly good people she did not understand the true depth of hate and evil in others, and like all truly strong people she failed to understand their weakness.
...
violent mob
...
demonic powers
...
streetsmarts
...
finding herself
...
to the present
[/sblock]



[sblock=Swarm]Swarm
Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature.

Many different creatures can mass as swarms; bat swarms, centipede swarms, hellwasp swarms, locust swarms, rat swarms, and spider swarms are described here. The swarm’s type varies with the nature of the component creature (most are animals or vermin), but all swarms have the swarm subtype.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous.

Combat
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.

Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.

Vulnerabilities Of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

Bat Swarm
Size/Type: Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A bat swarm is nocturnal, and is never found aboveground in daylight.

Combat
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex)
Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Blindsense (Ex)
A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Skills
A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.



Rat Swarm
Size/Type: Tiny Animal (Swarm)
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +8, Spot +7, Swim +10
Feats: Alertness, Stealthy, Weapon FinesseB
Environment: Any
Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Disease (Ex)
Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills
A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



Spider Swarm
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +1/—
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 1, Dex 17, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +11, Listen +4, Spot +4
Environment: Warm forests
Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Combat
A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex)
Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

Skills
A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. [/sblock]
 
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[B]Name:[/B] Errol "Ironclaw"
[B]Class:[/B] Warblade 6
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] 

[B]Str:[/B] 12 +1 (4p.)     [B]Level:[/B] 6(+3)    [B]XP:[/B] 25600
[B]Dex:[/B] 18 +4 (10p.+2 ring)    [B]BAB:[/B] +6/+1      [B]HP:[/B] 53 (6d12+6+3)
[B]Con:[/B] 12 +1 (6p.-2 ring)     [B]Grapple:[/B] +7     
[B]Int:[/B] 14 +2 (6p.)     [B]Speed:[/B] 30'      
[B]Wis:[/B] 10 +0 (2p.)     [B]ACP:[/B] -0        
[B]Cha:[/B] 8  -1 (0p.)     [B]Action Points[/B] 8/8    

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +4    +0    +1    +1    21
                                       [B]Touch:[/B] 14 [B]Flatfooted:[/B] 16(Uncanny Dodge)

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +1          +6
[B]Ref:[/B]                       2    +4    +4    +10       Battle Clarity, lighting reflexes
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Kukri                 +12(+10) 1d4+4      18-20--X2 (+2 to confirm)
MW Kukri (off-hand)      +12(+10) 1d4+2      18-20--X2 (+2 to confirm)
+1 Greatsword            +8      2d6+1       19-20--x2  (+2 to confirm)
Unarmed			  +10	 1d3+1      20--x2    (+2 to confirm)
Crossbow, light           +10     1d8        19-20--X2 (+2 to confirm)

[B]Languages:[/B] Common, Goblin, Auran

[B]Abilities:[/B] Weapon Aptitude, Battle Clarity, Battle Ardor, 
Uncanny Dodge, Improved Uncanny Dodge

[B]Feats:[/B] Weapon Focus (Kukri) (first), Two Weapon Fighting (human bonus), 
Weapon Finesse (third), Martial Stance (Bonus 5), Weapon Specialization (Kukri) (sixth),
Martial Stance (bonus level 1), Vital Recovery (bonus level 2), Lightinging Reflexes (ring)
Ironheart Aura (Bonus Level 3)

[B]Maneuvers:[/B] Steel Wind(1), Sudden Leap(1) Claw at the Moon*(2), 
Mountain Hammer*(2), Iron Heart Surge*(3), Bonecrusher*(3)

[B]Stances:[/B] Blood in the Water, Leading the Charge, Absolute Steel*, Wolverine Stance
[I] * These are his default granted maneuvers and his default stance[/I]

[B]Skill Points:[/B] 56       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics               9    +4     -1    +12
Athletics                9    +1     -1    +9
Craft (Painting)         5    +0           +5
Diplomacy               1     -1            +0
Endurance                9    +1           +10
Initiative               9    +4           +13
Martial Lore             9    +2           +11
Knowledge(History)       6    +2           +8
Perception               4    +0           +4     (cc)


[B]Equipment:               Cost  Weight[/B]
+1 Kukri                2,308gp  2lb
+1 Greatsword
MW Kukri                 308gp   2lb
Light Crossbow		  35gp   4lb
20 Bolts		  2gp    2lb
+1 Chain Shirt       1,250gp      25lb
Ring of Protection +1	 2,000gp --
Flint and Steel            1gp   --
Whetstone                  2cp   1lb
Amulet of Natural Armor +1
Scroll of Bestow Curse
Scroll of Shadow Conjuration
Silver Ring (+2 Dex, -2 Con, Lightning Reflexes)
 
                                    

[B]Total Weight:[/B]42lb      [B]Money:[/B] 50 pp 82gp 11sp 8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               43     86   130   260   650

[B]Age:[/B] 28
[B]Height:[/B] 5'11"
[B]Weight:[/B] 195lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Blond
[B]Skin:[/B] Tanned and scarred
[sblock=Appearance] Errol has clearly seen quite a few battles, and his numerous scars show that he wasn't always the winner. His hair is cropped close, cut with his kukri every week or so, and his face is clean-shaven.

He walks with the gentle grace of one used to finer things, but the easy way he rests his hands on the twin hilts of his kukri shows that he has learned a more down-to-earth approach to life.

He wears a suit of black studded leather armor with blood red trimwork and accents.[/sblock]
[sblock=history] Errol was the younger son of a former adventurer turned landowner. His father raised his older son to be a farmer and leader, ready to keep his family and land prosperous. His younger son, however, he trained to take after himself, to earn more wealth and fame through adventuring.

When it became apparent that Errol's talents lay in the realm of the physical rather than the arcane, his father accepted that he didn't have the expertise to give him instruction. Instead he sent him to a distant school that specialized in disciplined exertion of the body in order to accomplish truly astounding feats. One of his own adventuring companions had trained there years before, and Errol's father hoped they could make his son as skilled.

Thus it was that a young boy of no more than 10 years arrived at the gates of a fortress dedicated to the study of martial skills. Of course, arriving at the gate was no guarantee of admittance, and Errol was subjected to three strenuous and dangerous tests of his mettle, dedication and discipline. He passed all three, but an inadvertant flinch as five arrows were flew at him (aimed so as to miss by less than an inch each) resulted in his first permanent scar. It would not be the last resulting from his training.

He spent the next eight years of his life training every day, learning the importance of skill, strategy and savagery, and perfecting his physical skills. On his eighteenth birthday, eight years after he arrived, Errol was given a choice. He could stay and continue his studies here, vowing never to leave, or he could enter the outside world and seek to extend his learning through experience. Although he knew that he was sacrificing any hope of reaching true perfection with his art, Errol chose the life of adventure his father wanted for him and left through the gates he had entered so long ago.

It took him two years of travel and adventure to return to his home, where he remembered neither the land nor the people. There he found that his father had died defending the farm and family from a marauding dragon, and his brother wanted nothing to do with him. Whether it was jealousy, fear, or selfish refusal to share what their father had provided, Errol's brother turned him away from the family home.

With nowhere to go, and no other skills to make use of, Errol returned to adventuring for survival. He has spent the eight years since journeying far and wide, battling all manner of beast, yet never finding a place to call home.[/sblock]
 
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