Desc: In his natural form Vhandamere stands just over 2 feet tall. While his face is wrinkled with age and his fur graying, he still manages to be heartwrenchingly cute. He exudes a warmth and serenity, not to mention a visible celestial glow, that tends to put people at ease. And while his voice is high pitched, its tones are melodious.
Race: Middle-Aged Anthropomorphic Bat Saint
Alignment: Neutral Good
Str 4 base 8 cost 0 (Bat -4, Middle Aged -1)
Dex 8 base 8 cost 0 (Middle Aged -1)
Con 20 base 18 cost 16 (Saint +2, Middle Aged -1, Levels +1)
Int 16 base 15 cost 8 (Middle Aged +1)
Wis 28 base 18 cost 16 (Bat +6, Saint +2, Middle Aged +1, Levels +1)
Cha 13 base 8 cost 0 (Bat -2, Saint +4, Vow of Poverty +2, Middle Aged +1)
Hit Points: 98
AC 36 (base 10 Dex -1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +1 Size +1 Flaw -1) Touch 28, Flat 36
Init +3
BAB +10/+5, Grap +1
Speed 15 Land 20 Air
Fort +19 (classes +13 con +5 Vow +1)
Ref +8 (classes +8 Dex -1 Vow +1)
Will +21 (classes +9 Wis +9 Vow +1 Ninja +2)
Additional +1 on all saves vs.spells and spell-like abilities, +2 vs paralysis hold or entangle
Druid 1/Barbarian - Sacred Vow, Vow of Poverty, Alertness, Endurance, Flaw:Shaky, Flaw:Vulnerable
Druid 2/Ninja 1 – Nymph's Kiss (Exalted bonus feat)
Druid 3/Cleric 1 – Eschew Materials
Druid 4/Ninja 2 - Intuitive Attack (Exalted bonus feat)
Druid 5/Fighter 2 – Improved Initiative (Fighter Bonus Feat)
Druid6/ (Saint)– Natural Spell, Nimbus of Light (Exalted bonus feat)
Druid7/ (Saint)
Druid8/ Master of Many Forms 1 – Touch of Golden Ice (Exalted bonus feat)
Druid 9/ Master of Many Forms 2 – Multiattack
Druid 10/ Master of Many Forms 3 – Lliira's Blessing (Exalted bonus feat)
Balance (Dex) 1 ranks 0 (synergy)
Bluff (Cha) 8 ranks 7
Concentration (Con) 18 ranks 13
Diplomacy (Cha) 7 ranks 4 (9 total on Wild Empathy, synergy*2)
Disguise (Cha) 4 ranks 5 (6 total in character, synergy)
Handle Animal (Cha) 6 ranks 5
Hide (Dex) 6 ranks 7
Jump (Str) -1 ranks 0 (synergy)
Knowledge (nature) (Int) 18 ranks 13 (druid +2)
Knowledge (planes) (Int) 10 ranks 7 (3 cross class)
Listen (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Move Silently (Dex) 1 ranks 2 (bought cross class)
Spellcraft (Int) 8 ranks 5
Spot (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Survival (Wis) 11 ranks 0 (Druid +2)
Tumble (Dex) 5 ranks 6
Special Abilities:
Bat Inherited characteristics
Blindsense - A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills - A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Saint
Tongues, always on.
Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier (+9)
Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs. Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any Evil creature that attacks the Saint with a Natural Attack takes the same amount of damage.
Able to cast Guidance, Resistance, Virtue, and Bless at will at Character level.(10th)
Gain Fast Healing (5).
Protective Aura – 20’ radius nimbus of light that can be activated as a Free Action. Acts as a double strength Magic Circle against Evil and a Less Globe of Invulnerability.
HD Damage Reduction 5 / evil
Barbarian
Rage – 1/day
Fast Movement +10'
Cleric
Luck Domain - ‘Good Fortune’ once per day a single roll can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept.
Destiny Domain - A single attack, save, ability check, or skill check made by a willing creature other than yourself can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept. Usable once per day as an Immediate Action. You must be able to see the target.
Druid
Animal Companion (see below)
Nature Sense +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy
Woodland Stride - 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 - 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 +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape - 6 times per day, 10 hour duration.
Venom Immunity - Immunity to all poisons.
Master of Many Forms
Shifter Speech – You may speak verbally regardless of the form you take. You may also communicate with other creatures of the same kind while in a Wild
Shape.
Improved Wild Shape (Humanoid, Giant, Monstrous Humanoid – You may now use Wild Shape to take the form of a Humanoid, Giant, or Monstrous Humanoid whose base hit dice are not greater than your hit dice.
Improved Wild Shape (Large) – Your Wild Shapes may now be up to Large-sized.
Fast Wild Shape – Wild Shape as a move action.
Ninja
Wisdom bonus to AC (+9). This bonus applies even when Flat-Footed, but not when immobilized, wearing any armor, using a shield, or when carrying a Medium (or heavier) load.
Ki Power – receive ½ Ninja level (min 1) + Wisdom modifier uses of your Ki powers each day. As long as you have at least one use left, you receive a +2 bonus on Will saves.
Ghost Step (invisible) – become Invisible for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity.
Sudden Strike +1d6 – When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC. May not be used to do non-lethal damage. May be used with a Melee weapon or a Ranged weapon within 30’.
Note: The main difference from Sneak Attack is that it does not applied to Flanked foes.
Trapfinding
Vow of Poverty
+7 AC doesn't effect touch attacks, doesn't stack with armor.
Exalted bonus feats at 1st level 2nd level and every 2 levels thereafter.
Endure Elements – no need for fortitude saves between -50 and 140 degrees.
+2 enhancement bonus to attack and damage rolls, good typed.
Sustenance – Doesn't need to eat or drink.
+1 Deflection bonus to AC
+1 Resistance bonus to all saving throws
+2 to a single ability score
+1 Natural Armor bonus
Mind Shielding - Immune to Detect Thoughts, Discern Lies, and any attempt to discern alignment
Damage Reduction – DR 5/evil
Animal Companion
Hopzeru, Fleshraker Dinosaur
M Animal HD 8d8+16 Init +6 Speed 50' AC 25 touch 15 flat 20 Base Attack +6 Grap +10 Attack +10 d6+4 Full 2 claws +10 d6+4 1 bite +5 d6+2 and tail +5 d6+2 and poison (cannot use bite and tail at same time) SA leaping pounce – full attack on charge, if hits M or smaller free trip attempt, if successful free grapple attempt. If trip fails opponent can't trip in return, if grapple fails opponent still prone. SA poison DC 14 d6 Dex/d6 Dex con save
Druid Spells
0 Detect Magic X4, Create Water, Cure Minor Wounds
1st EntangleX2, Obscuring Mist, Omen of Peril (CD,SC), Animate Wood, Wood Wose (CD,SC), Enrage Animal (SC)
2nd Blinding Spittle (PgtF), Gust of Wind, Lesser Restoration, Major Resistance (SS), Embrace the Wild (Cadv), Briar Web (CD,SC)
3rd Lion's Charge X2 (SC),
Venomfire (Serpent Kingdoms), Hypothermia X2 (SC)
4th Flame strike, Blast of Sand (Sandstorm), Arc of Lightning (SC), Enhance Wild Shape X2 (SC)
5th Animal Growth, Baleful Polymorph X3
Cleric Spells
0 Cure Minor Wounds, Guidance X2
1st Sanctuary X2, Vigor, Hide from Undead
Equipment
loincloth
Favored Forms
Cave Troll
Init +5 Speed 50'
AC 46 (base 10 Dex +1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +11 Size -1 Flaw -1) Touch 28, Flat 45
Grapple +23
Attack: Claw +19 melee (2d6+9) (evil must save vs DC 14 or d6/2d6 Dex loss)
Full Attack: 2 Claws +19 melee (2d6+9) and Bite +17 (1d8+4) (evil must save vs DC 14 or d6/2d6 Dex loss)
Special Attacks: dazing blow(DC 22 fort save if 2 claws hit), pounce, improved grab (free grapple if bite hits), rake (+19 2d6+4 when grappling) and, rend (2d6+13 if 2 claws hit)
Special Abilities (if Enhance Wild Shape active): dark vision 90', fast heal 8, low-light vision, scent
Str 29 Dex 13 Con 30
Giant Octopus
Init +6 Speed 30'
AC 43 (base 10 Dex +2 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +7 Size -1 Flaw -1) Touch 29, Flat 41
Grapple +19
Attack: Tentacle rake +19 melee (d4+5) or bite +19 (d8+5)
Full Attack: 8 Tentacle Rakes +19 (d4+5) and Bite +17 (d8+2)
Special Attacks: improved grab (free grapple if tentacle hit M or smaller), constrict (2d8+6 when grappling m or smaller)
Special Abilities: ink cloud (20X20 darkness concealment 1/min), jet (move 200' backward as dbl move), +4 hide
Str 20 Dex 15 Con 16
Fleshraker Dinosaur
Init +7 Speed 60'
AC 44 (base 10 Dex +4 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +6 Size -1 Flaw -1) Touch 31, Flat 40
Grapple +13
Attack Claw +19 (d6+3+DC 14 d6/d6 poison)
Full Attack 2 Claws +19 (d6+3+DC 14 d6/d6 poison) and Tail +17 (d6+1+DC 14 d6/d6 poison)
Special Attack: leaping pounce (full attack plus rake on charge, free trip if damages same size or smaller, if trip successful free grapple which pins if successful), poison, rake (+12 d6+2)
Special Abilities: low-light vision, scent, +8 hide (+10 in forest), +6 jump
Str 17 Dex 19 Con 18
Note: the Venomfire spell is often used in this form (venom does an additional d6/level acid damage with each use)