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Destiny's Tears: Rogue's Gallery
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<blockquote data-quote="Eonthar" data-source="post: 2197336" data-attributes="member: 22078"><p><strong>Abdiel Lyanthra, 3rd-Level Preserver</strong></p><p><strong>Medium Dragon (Shapeshifter)</strong></p><p></p><p><strong>Alignment: </strong> Neutral Good</p><p><strong>Humanoid Form:</strong></p><p><span style="color: Black">------</span><strong>Height:</strong> 6'10"</p><p><span style="color: Black">------</span><strong>Weight:</strong> 245 lbs</p><p><strong>Dragon Form:</strong></p><p><span style="color: Black">------</span><strong>Length: </strong>6'6"</p><p><span style="color: Black">------</span><strong>Weight:</strong> 475 lbs</p><p><strong>Scales:</strong> Silver with a slight blue tinge</p><p><strong>Eyes:</strong> Black</p><p><strong>Age:</strong> 85 (18 Human equivalent)</p><p></p><p><strong>Strength</strong> 17 (+3) [13 Base, +4 Racial]</p><p><strong>Dexterity</strong> 15 (+2) [15 Base]</p><p><strong>Constitution</strong> 12 (+1) [14 Base, -2 Racial]</p><p><strong>Intelligence</strong> 12 (+1) [12 Base]</p><p><strong>Wisdom</strong> 17 (+3) [13 Base, +4 Racial]</p><p><strong>Charisma</strong> 15 (+2) [15 Base]</p><p></p><p><strong>Hit Dice:</strong> 3d10+3 (27 hp)</p><p><strong>Initiative:</strong> +2 (+2 Dex)</p><p><strong>Speed: </strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> </p><p><span style="color: Black">------</span><strong>Humanoid Form:</strong> 17 (+5 Armor, +2 Dex), touch 12, flat-footed 15</p><p><span style="color: Black">------</span><strong>Dragon Form:</strong> 12 (+2 Dex), touch 12, flat-footed 10</p><p><strong>Base Attack/Grapple:</strong> +3/+6</p><p><strong>Attack:</strong></p><p><span style="color: Black">------</span><strong>Humanoid Form:</strong> Claw +7 melee (1d6+3/x2) [+3 Base, +3 Str, +1 Weapon Focus] </p><p><span style="color: Black">------------------------</span>OR Sling +5 Ranged 50' (1d4+3/x2)</p><p><span style="color: Black">------</span><strong>Dragon Form:</strong> Claw +7 melee (1d8+3/x2) [+3 Base, +3 Str, +1 Weapon Focus]</p><p><strong>Full Attack:</strong></p><p><span style="color: Black">------</span><strong>Humanoid Form:</strong> 2 claws +7 melee (1d6+3/x2), 1 bite +4 melee (1d8+1/x2) [-2 Secondary attack]</p><p><span style="color: Black">------------------------</span>OR Sling +5 Ranged 50' (1d4+3/x2)</p><p><span style="color: Black">------</span><strong>Dragon Form:</strong> 2 claws +7 melee (1d8+3/x2), 1 bite +4 melee (2d6+1/x2), 1 tail slap +4 melee (1d10+1/x2)<span style="color: Black">------</span></p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p></p><p><u><strong>Saves:</strong></u></p><p><strong>Fortitude</strong> +6 [+3 base, +1 Con, +2 Nature's Grace]</p><p><strong>Reflex</strong> +5 [+1 base, +2 Dex, +2 Nature's Grace]</p><p><strong>Will </strong> +8 [+3 base, +3 Wis, +2 Nature's Grace]</p><p></p><p><u><strong>Feats:</strong></u></p><p>Weapon Proficiency (Simple, Martial, Natural)</p><p>Armour Proficiency (Light, Medium, Heavy)</p><p>Shield Proficiency</p><p>Multiattack [1st-level]</p><p>Weapon Focus (claw) [3rd-level]</p><p></p><p><u><strong>Skills:</strong></u></p><p>Balance* +3 [0 Ranks, +2 Dex, +2 Racial, -1 ACP]</p><p>Climb* +2 [0 Ranks, +3 Str, -1 ACP]</p><p>Concentration +4 [3 Ranks, +1 Con]</p><p>Handle Animal +4 [2 Ranks, +2 Cha]</p><p>Hide* +1 [0 Ranks, +2 Dex, -1 ACP]</p><p>Jump* +2 [0 Ranks, +3 Str, -1 ACP]</p><p>Knowledge (Nature) +11 [6 Ranks, +1 Int, +2 Synergy from Survival, +2 Nature Sense]</p><p>Listen +3 [0 Ranks, +3 Wis]</p><p>Move Silently* +1 [0 Ranks, +2 Dex, -1 ACP]</p><p>Speak Language 1</p><p>Spellcraft +3 [2 Ranks, +1 Int]</p><p>Spot +7 [4 Ranks, +3 Wis]</p><p>Survival +11 [6 Ranks, +3 Wis, +2 Nature Sense]</p><p> or +13 [As above, +2 Synergy bonus from Knowledge(nature) when aboveground]</p><p>Swim* +1 [0 Ranks, +3 Str, -2 ACP]</p><p>* NOTE: No ACP in Dragon form</p><p></p><p><strong>Languages:</strong> Mojiin, Lifesong (of Arris), Seelie, Eldish</p><p><strong>XP:</strong> 3800</p><p><strong>XP Needed for next level:</strong> 6000</p><p></p><p><em><u><strong>Class and Racial Abilities:</strong></u></em></p><p></p><p><u><strong>Mojiin Abilities:</strong></u></p><p></p><p><strong>Skills:</strong> Mojiin have a +2 racial bonus to Balance checks.</p><p></p><p><strong>Alternate Form (Su):</strong> Abdiel may switch between his quadrapedal and humanoid forms as a standard action. His "True Form" is the quadrapedal form.</p><p></p><p><strong>Natural Attacks:</strong> In his humanoid form, Abdiel can attack with his two claws (primary) and bite (secondary), dealing 1d6, 1d6, and 1d8 damage, respectively. When in quadrapedal form, he can attack with two claws (primary), a bite (secondary), and a tail slap (secondary), dealing 1d8, 1d8, 2d6 and 1d10, respectively.</p><p></p><p><strong>Breath Weapon (Su):</strong> Cone of sonic energy 1/day [1d6, Reflex Save DC 12]. Damage equals to 1d6 per two levels, rounded down, minimum of 1d6 (DC 10 + 1/2 HD + Con mod). Abdiel can use this ability once per day. DC 10 + 1/2 HD + Con mod</p><p></p><p><strong>Energy Resistance (Ex):</strong> Sonic resistance / 5</p><p></p><p><strong>Immunities (Ex):</strong> Immunity to magic sleep effects and paralysis effects</p><p></p><p><strong>Darkvision (Ex):</strong> Mojiin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mojiin can function just fine with no light at all.</p><p></p><p><strong>Low-light Vision (Ex):</strong> A Mojiin can see twice as far as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p></p><p><strong>Ceremony of the Boundless Winds (Su):</strong> A Mojiin of at least 5 HD can enter the Ceremony of the Boundless Winds in place of gaining a new feat. The ceremony requires entering into meditation in an unspoiled mountain grove on Arris (not so easy to find with the Dragonlords despoiling nature). When the meditation is complete, the Mojiin sprouts wings, usable in both humanoid and quadrapedal form. Fly Speed is equal to the base speed in humanoid form, with Average maneuverability, and twice the base speed in quadrapedal form, with Poor maneuverability.</p><p></p><p><u><strong>Preserver Abilities:</strong></u></p><p></p><p><strong>Armor Proficiency:</strong> Preservers are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A preserver may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Preservers may only use only wooden shields. A preserver who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter. </p><p></p><p><strong>Spells: </strong>As 3nd-level Druid.</p><p>Druid Spells per Day: (4/3/2; save DC 13 + spell level)</p><p>Commonly prepared spells:</p><p>0th - Detect Magic, Light, Mending, Purify Food and Drink</p><p>1st - Cure Light Wounds x2, Entangle</p><p>2nd - Bull's Strength, Fog Cloud</p><p></p><p><strong>Spontaneous Casting:</strong> A preserver can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.</p><p></p><p><strong>Evil Spells:</strong> A preserver can not cast spells indicated by the evil descriptor in their spell descriptions.</p><p></p><p><strong>Bonus Languages:</strong> A preserver’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 his race. A preserver also knows Ligesong of Arris, or Lifesong for short, a secret language known only to Mojiin Preservers, which he learns upon becoming a 1st-level preserver. Lifesong is a free language for a preserver; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Lifesong has its own alphabet. </p><p></p><p><strong>Animal Companion (Ex):</strong> A preserver 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. If a preserver releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.</p><p></p><p><strong>Nature Sense (Ex):</strong> A preserver gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p></p><p><strong>Wild Empathy (Ex):</strong> [1d20+5 (+2 Cha, +3 Level)] A preserver can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person.</p><p></p><p><strong>Aura of Good (Ex):</strong> The power of a preserver’s aura of good (see the detect good spell) is equal to his preserver level.</p><p></p><p><strong>Detect Unnatural (Sp):</strong> At will, the preserver can Detect Unnatural, as Detect Evil, but detects the presence of aberrations, undead, and constructs, as well as those with a Taint score (like Dragonlords).</p><p></p><p><strong>Smite Unnatural (Su):</strong> Once per day, a preserver may attempt to smite unnatural creatures with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per preserver level. If the preserver accidentally smites a creature that is not unnatural, the smite has no effect, but the ability is still used up for that day.</p><p></p><p><strong>Code of Conduct:</strong> A Preserver must be of Neutral Good alignment and loses all class</p><p>abilities is she ever willingly commits an evil act. Additionally, a Preserver's code</p><p>requires that she respect nature in general and the wildlife of Arris in particular, act with mercy and compassion, protect nature from the forces of corruption, redeem those who seek forgiveness, and refrain from harming animals or plants for any reason.</p><p></p><p><strong>Woodland Stride (Ex):</strong> A preserver 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.</p><p></p><p><strong>Nature's Grace (Su):</strong> A preserver gains a bonus equal to his Charisma bonus (if any) on all saving throws.</p><p></p><p><strong>Lay on Hands (Su):</strong> [6 points] A preserver with a Charisma score of 12 or higher can heal wounds by touch. Each day he can heal a total number of hit points of damage equal to his preserver level × his Charisma bonus. A preserver may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a preserver can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The preserver decides how many of his daily allotment of points to use as damage after successfully touching an undead creature. </p><p></p><p><strong>Verdant Aura:</strong> Abdiel exudes an aura that pacifies and protects natural creatures within 10 feet. All animals and plants within the Verdant Aura are affected as if by Calm Animals. They also receive a +2 bonus on all saving throws except against the Aura itself. Inanimate plants within the Aura are immune to natural fires and cannot be used by a Dragonlord (no matter the Dragonlord’s level) for energy or defiled by a Defiler of lower level.</p><p></p><p><strong>Nature’s Smile:</strong> No animal or plant will attack Abdiel, even if magically compelled. This is even true for a Preserver who attacks the animal or plant, although doing so is almost certain to violate the Preservers Code of Conduct.</p><p></p><p><strong>Trackless Step:</strong> Starting at 3rd level, Abdiel leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.</p><p></p><p><strong>Equipment:</strong></p><p>Total Weight Carried: 52 lbs</p><p></p><p><em>Mojiin Greenweave Breastplate</em> (+5 Armor, +4 Max Dex, -1 ACP, 20% ASF [15% for Ecomancers], 30' Move, Medium Masterwork Armour made of organic materials, 15 lbs)</p><p><em>Sling + 10 Slingstones</em> (5 lbs)</p><p></p><p><em>Belt</em></p><p><span style="color: Black">--</span><em>Belt Pouch</em> (1/2 lb)</p><p><span style="color: Black">----</span><em>Scroll Case</em> (1/2 lb)</p><p><span style="color: Black">----</span><em>10 Fishing Hooks & Line</em> (-)</p><p><span style="color: Black">----</span><em>Flint & Steel</em> (-)</p><p><span style="color: Black">----</span><em>Holly & Mistletoe</em> (-)</p><p><span style="color: Black">----</span><em>Crazan Arris</em> (-)</p><p><span style="color: Black">--</span><em>Belt Pouch</em> (1/2 lb)</p><p><span style="color: Black">----</span><em>2 Days Trail Rations</em> (2 lbs)</p><p><span style="color: Black">----</span><em>6 Days of Eagle food</em> (1 1/2 lb)</p><p><span style="color: Black">--</span><em>Money Pouch</em> (1/2 lb)</p><p><span style="color: Black">--</span><em>Waterskin</em> (4 lbs)</p><p><span style="color: Black">--</span><em>Knife</em> (1/2 lb)</p><p></p><p><em>Belt</em></p><p><span style="color: Black">--</span><em>Antitoxin</em> (-)</p><p><span style="color: Black">--</span><em>4 Smokesticks</em> (2 lbs)</p><p><span style="color: Black">--</span><em>4 Tanglefoot Bags</em> (16 lbs)</p><p><span style="color: Black">--</span><em>4 Thunderstones</em> (4 lbs)</p><p><span style="color: Black">--</span><em>8 Tindertwigs</em> (-)</p><p></p><p><strong>Money:</strong></p><p><span style="color: Black">--</span> 7 pp</p><p><span style="color: Black">--</span>10 gp</p><p><span style="color: Black">--</span> 8 sp</p><p><span style="color: Black">--</span>10 cp</p><p></p><p><strong>Appearance:</strong></p><p>In his humanoid form, Abdiel is a tall muscular creature with wide shoulders and a broad chest. His skin is covered in silver scales that have a slight blue tinge that gleam like liquid silver. His reptilian head, shaped like a dragon's with an elongated snout and a smooth shiny plate over the nose, rests atop his snaky neck. A frill rises in the center of his head, between his two small, smooth, shiny horns that taper back, and runs down his back to the tip of his tail. He has completely black eyes that betray no emotion. Abdiel wears blue robes covering a breastplate that is made of treated Gyrthra tree leaves, his robes are crossed by a pair of thick belts on which he hangs all of his equipment. </p><p></p><p>His dragon form is a more draconic version of his humanoid form. His features are more dragon-like, his body is sleek powerful body. His neck and tail elongate, his frill and horns become more prominent, and his powerful torso grows even more so.</p><p></p><p>He does not currently have wings in either form.</p><p></p><p><strong>Personality:</strong></p><p>Abdiel is very methodical, he is slow to anger, will not jump to conclusions, will not make true friends easily and will carefully weigh the circumstances before taking sides ... unless he, one those he has called friends, or the natural habitat that he loves is threatened - then his opponents will face his fury. He is rather friendly, and gets along with people well, it just takes him a long time to learn to truly trust someone. Since his departure from Arris, and the weakening of the bond with the Mother and his Sisters, Abdiel has thought of and refered to himself as a male, rather than as a female - a symbolic break in his mind from his time on Arris. If ever he returns to Arris, and the connection is re-strengthened, he will undoubtably think and refer to himself as a female again.</p><p></p><p><strong>Early Background/Origins:</strong></p><p>Abdiel grew up in an idyllic, peaceful mountain vale in Arris. He naturally took to the path of Preserver as his love of Arris was great. Like all Mojiin, he was taught that all Valsians, especially the Dragonlords, were evil and would eventually destroy themselves. While he accepted this as fact, he had a problem with these types of generalizations, and was not completely sure of this way of thinking. He continued to learn the ways of the Preserver, preparing to defend the vale that he his village lived in from the Dragonlords.</p><p></p><p>Shortly after Abdiel reached adulthood a Valsian visitor came to the vale. While everyone was initially leary of her, she was unarmed and did not appear to mean any harm to the vale, and the people eventually went to meet her. Her name was Erila, a disciple of Vhalia, the creator of the newly created art of Ecomancy, who herself followed the ways of Ecomancy. Abdiel spent much time talking to Erila, and discovered that contrary to what he had been taught all of his life, not all Valsians were evil, and that their may be over good beings who are not Mojiin.</p><p></p><p>Abdiel pondered these facts for a couple of years, and had reached a decision to leave the vale, and explore the world, so that he could get first hand knowledge of the rest of the world. As luck would have it, the next day, a pair of Avengers came to the vale, asking if we had seen a Praetorian leading a band of Dragon Lords. Abdiel asked them if he could join them, as they were determined to travel the world until they found her. Little did he know that he would end up leaving Arris behind, and travelling to other worlds. As a parting gift, his mentors gave Abdiel a Greenweave Breastplate, an item that he cherishes both for its protective value as well as the memories of home that it evokes.</p><p></p><p><strong>Recent Background:</strong></p><p>The hunt for the Praetorian lead Abdiel and his companions off of Arris, to a number of different worlds. About a year ago, they arrived on the planet Kanath, hot on her trail. Abdiel separated from the others when they entered the sprawling metropolis of Eldiz. Never had Abdiel seen buildings taller than trees, and people more numerous than ants in an anthill. Knowing that almost none of it was flora or fauna, the sheer amount of life around him astounded him - he had never felt anything like it.</p><p></p><p>Abdiel and the avenger, Mhrazhar have kept in contact, but the avenger's loss of his uncle, and loss of a track for the Praetorian has left him sullen. Abdiel has spent the last year wandering around the planet of Kanath, and is ready to move on.</p><p></p><p><strong>Notes:</strong></p><p>Recovered the Crazan Arris</p><p></p><p><strong>Animal Companion:</strong></p><p><span style="color: Black">------</span><strong>Selar</strong></p><p><span style="color: Black">------</span><em>Eagle</em></p><p><span style="color: Black">------</span>Small Animal</p><p></p><p><span style="color: Black">------</span><strong>Hit Dice:</strong> 3d8+3 (22 hp)</p><p><span style="color: Black">------</span><strong>Initiative:</strong> +3 [+3 Dex]</p><p><span style="color: Black">------</span><strong>Speed:</strong> 10 ft. (2 squares), fly 80 ft. (average)</p><p><span style="color: Black">------</span><strong>Armor Class:</strong> 17 [+1 Size, +3 Dex, +3 Natural], touch 14, flat-footed 14</p><p><span style="color: Black">------</span><strong>Base Attack / Grapple:</strong> +2/-2</p><p><span style="color: Black">------</span><strong>Attack:</strong> 2 talons +7 melee (1d4)</p><p><span style="color: Black">------</span><strong>Full Attack:</strong> 2 talons +7 melee (1d4) and bite +1 melee (1d4)</p><p><span style="color: Black">------</span><strong>Space / Reach:</strong> 5 ft. / 5 ft.</p><p><span style="color: Black">------</span><strong>Special Attacks:</strong> -</p><p><span style="color: Black">------</span><strong>Special Qualities:</strong> Low-light vision, Link, Share spells, Evasion</p><p><span style="color: Black">------</span><strong>Saves:</strong> Fort +4, Ref +6, Will +3</p><p><span style="color: Black">------</span><strong>Abilities:</strong> Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6</p><p><span style="color: Black">------</span><strong>Skills:</strong> Listen +2, Spot +16</p><p><span style="color: Black">------</span><strong>Feats:</strong> Weapon Finesse, Weapon Focus(claw)</p><p><span style="color: Black">------</span><strong>Environment:</strong> Temperate mountains</p><p> </p><p><span style="color: Black">------</span><strong>Description:</strong> Selar is about 3 1/2' long and has a wingspan of about 8 feet.</p><p><span style="color: Black">------</span><strong>Tricks:</strong> Attack (All creatures), Come, Down, Fetch, Seek, Stay</p><p></p><p><span style="color: Black">------</span><strong>Link (Ex):</strong> Abdiel can handle Selar as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. Abdiel gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.</p><p></p><p><span style="color: Black">------</span><strong>Share Spells (Ex):</strong> At Abdiel’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Selar. Selar must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Selar if he moves farther than 5 feet away and will not affect him, even if he returns to Abdiel before the duration expires.</p><p></p><p><span style="color: Black">------</span><strong>Evasion (Ex):</strong> If Selar is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage if he makes a successful saving throw.</p></blockquote><p></p>
[QUOTE="Eonthar, post: 2197336, member: 22078"] [B]Abdiel Lyanthra, 3rd-Level Preserver Medium Dragon (Shapeshifter)[/B] [B]Alignment: [/B] Neutral Good [B]Humanoid Form:[/B] [COLOR=Black]------[/COLOR][B]Height:[/B] 6'10" [COLOR=Black]------[/COLOR][B]Weight:[/B] 245 lbs [B]Dragon Form:[/B] [COLOR=Black]------[/COLOR][B]Length: [/B]6'6" [COLOR=Black]------[/COLOR][B]Weight:[/B] 475 lbs [B]Scales:[/B] Silver with a slight blue tinge [B]Eyes:[/B] Black [B]Age:[/B] 85 (18 Human equivalent) [B]Strength[/B] 17 (+3) [13 Base, +4 Racial] [B]Dexterity[/B] 15 (+2) [15 Base] [B]Constitution[/B] 12 (+1) [14 Base, -2 Racial] [B]Intelligence[/B] 12 (+1) [12 Base] [B]Wisdom[/B] 17 (+3) [13 Base, +4 Racial] [B]Charisma[/B] 15 (+2) [15 Base] [B]Hit Dice:[/B] 3d10+3 (27 hp) [B]Initiative:[/B] +2 (+2 Dex) [B]Speed: [/B] 30 ft. (6 squares) [B]Armor Class:[/B] [COLOR=Black]------[/COLOR][B]Humanoid Form:[/B] 17 (+5 Armor, +2 Dex), touch 12, flat-footed 15 [COLOR=Black]------[/COLOR][B]Dragon Form:[/B] 12 (+2 Dex), touch 12, flat-footed 10 [B]Base Attack/Grapple:[/B] +3/+6 [B]Attack:[/B] [COLOR=Black]------[/COLOR][B]Humanoid Form:[/B] Claw +7 melee (1d6+3/x2) [+3 Base, +3 Str, +1 Weapon Focus] [COLOR=Black]------------------------[/COLOR]OR Sling +5 Ranged 50' (1d4+3/x2) [COLOR=Black]------[/COLOR][B]Dragon Form:[/B] Claw +7 melee (1d8+3/x2) [+3 Base, +3 Str, +1 Weapon Focus] [B]Full Attack:[/B] [COLOR=Black]------[/COLOR][B]Humanoid Form:[/B] 2 claws +7 melee (1d6+3/x2), 1 bite +4 melee (1d8+1/x2) [-2 Secondary attack] [COLOR=Black]------------------------[/COLOR]OR Sling +5 Ranged 50' (1d4+3/x2) [COLOR=Black]------[/COLOR][B]Dragon Form:[/B] 2 claws +7 melee (1d8+3/x2), 1 bite +4 melee (2d6+1/x2), 1 tail slap +4 melee (1d10+1/x2)[COLOR=Black]------[/COLOR] [B]Space/Reach:[/B] 5 ft./5 ft. [U][B]Saves:[/B][/U] [B]Fortitude[/B] +6 [+3 base, +1 Con, +2 Nature's Grace] [B]Reflex[/B] +5 [+1 base, +2 Dex, +2 Nature's Grace] [B]Will [/B] +8 [+3 base, +3 Wis, +2 Nature's Grace] [U][B]Feats:[/B][/U] Weapon Proficiency (Simple, Martial, Natural) Armour Proficiency (Light, Medium, Heavy) Shield Proficiency Multiattack [1st-level] Weapon Focus (claw) [3rd-level] [U][B]Skills:[/B][/U] Balance* +3 [0 Ranks, +2 Dex, +2 Racial, -1 ACP] Climb* +2 [0 Ranks, +3 Str, -1 ACP] Concentration +4 [3 Ranks, +1 Con] Handle Animal +4 [2 Ranks, +2 Cha] Hide* +1 [0 Ranks, +2 Dex, -1 ACP] Jump* +2 [0 Ranks, +3 Str, -1 ACP] Knowledge (Nature) +11 [6 Ranks, +1 Int, +2 Synergy from Survival, +2 Nature Sense] Listen +3 [0 Ranks, +3 Wis] Move Silently* +1 [0 Ranks, +2 Dex, -1 ACP] Speak Language 1 Spellcraft +3 [2 Ranks, +1 Int] Spot +7 [4 Ranks, +3 Wis] Survival +11 [6 Ranks, +3 Wis, +2 Nature Sense] or +13 [As above, +2 Synergy bonus from Knowledge(nature) when aboveground] Swim* +1 [0 Ranks, +3 Str, -2 ACP] * NOTE: No ACP in Dragon form [B]Languages:[/B] Mojiin, Lifesong (of Arris), Seelie, Eldish [B]XP:[/B] 3800 [B]XP Needed for next level:[/B] 6000 [I][U][B]Class and Racial Abilities:[/B][/U][/I] [U][B]Mojiin Abilities:[/B][/U] [B]Skills:[/B] Mojiin have a +2 racial bonus to Balance checks. [B]Alternate Form (Su):[/B] Abdiel may switch between his quadrapedal and humanoid forms as a standard action. His "True Form" is the quadrapedal form. [B]Natural Attacks:[/B] In his humanoid form, Abdiel can attack with his two claws (primary) and bite (secondary), dealing 1d6, 1d6, and 1d8 damage, respectively. When in quadrapedal form, he can attack with two claws (primary), a bite (secondary), and a tail slap (secondary), dealing 1d8, 1d8, 2d6 and 1d10, respectively. [B]Breath Weapon (Su):[/B] Cone of sonic energy 1/day [1d6, Reflex Save DC 12]. Damage equals to 1d6 per two levels, rounded down, minimum of 1d6 (DC 10 + 1/2 HD + Con mod). Abdiel can use this ability once per day. DC 10 + 1/2 HD + Con mod [B]Energy Resistance (Ex):[/B] Sonic resistance / 5 [B]Immunities (Ex):[/B] Immunity to magic sleep effects and paralysis effects [B]Darkvision (Ex):[/B] Mojiin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mojiin can function just fine with no light at all. [B]Low-light Vision (Ex):[/B] A Mojiin can see twice as far as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. [B]Ceremony of the Boundless Winds (Su):[/B] A Mojiin of at least 5 HD can enter the Ceremony of the Boundless Winds in place of gaining a new feat. The ceremony requires entering into meditation in an unspoiled mountain grove on Arris (not so easy to find with the Dragonlords despoiling nature). When the meditation is complete, the Mojiin sprouts wings, usable in both humanoid and quadrapedal form. Fly Speed is equal to the base speed in humanoid form, with Average maneuverability, and twice the base speed in quadrapedal form, with Poor maneuverability. [U][B]Preserver Abilities:[/B][/U] [B]Armor Proficiency:[/B] Preservers are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A preserver may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Preservers may only use only wooden shields. A preserver who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter. [B]Spells: [/B]As 3nd-level Druid. Druid Spells per Day: (4/3/2; save DC 13 + spell level) Commonly prepared spells: 0th - Detect Magic, Light, Mending, Purify Food and Drink 1st - Cure Light Wounds x2, Entangle 2nd - Bull's Strength, Fog Cloud [B]Spontaneous Casting:[/B] A preserver can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. [B]Evil Spells:[/B] A preserver can not cast spells indicated by the evil descriptor in their spell descriptions. [B]Bonus Languages:[/B] A preserver’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 his race. A preserver also knows Ligesong of Arris, or Lifesong for short, a secret language known only to Mojiin Preservers, which he learns upon becoming a 1st-level preserver. Lifesong is a free language for a preserver; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Lifesong has its own alphabet. [B]Animal Companion (Ex):[/B] A preserver 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. If a preserver releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. [B]Nature Sense (Ex):[/B] A preserver gains a +2 bonus on Knowledge (nature) and Survival checks. [B]Wild Empathy (Ex):[/B] [1d20+5 (+2 Cha, +3 Level)] A preserver can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. [B]Aura of Good (Ex):[/B] The power of a preserver’s aura of good (see the detect good spell) is equal to his preserver level. [B]Detect Unnatural (Sp):[/B] At will, the preserver can Detect Unnatural, as Detect Evil, but detects the presence of aberrations, undead, and constructs, as well as those with a Taint score (like Dragonlords). [B]Smite Unnatural (Su):[/B] Once per day, a preserver may attempt to smite unnatural creatures with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per preserver level. If the preserver accidentally smites a creature that is not unnatural, the smite has no effect, but the ability is still used up for that day. [B]Code of Conduct:[/B] A Preserver must be of Neutral Good alignment and loses all class abilities is she ever willingly commits an evil act. Additionally, a Preserver's code requires that she respect nature in general and the wildlife of Arris in particular, act with mercy and compassion, protect nature from the forces of corruption, redeem those who seek forgiveness, and refrain from harming animals or plants for any reason. [B]Woodland Stride (Ex):[/B] A preserver 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. [B]Nature's Grace (Su):[/B] A preserver gains a bonus equal to his Charisma bonus (if any) on all saving throws. [B]Lay on Hands (Su):[/B] [6 points] A preserver with a Charisma score of 12 or higher can heal wounds by touch. Each day he can heal a total number of hit points of damage equal to his preserver level × his Charisma bonus. A preserver may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a preserver can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The preserver decides how many of his daily allotment of points to use as damage after successfully touching an undead creature. [B]Verdant Aura:[/B] Abdiel exudes an aura that pacifies and protects natural creatures within 10 feet. All animals and plants within the Verdant Aura are affected as if by Calm Animals. They also receive a +2 bonus on all saving throws except against the Aura itself. Inanimate plants within the Aura are immune to natural fires and cannot be used by a Dragonlord (no matter the Dragonlord’s level) for energy or defiled by a Defiler of lower level. [B]Nature’s Smile:[/B] No animal or plant will attack Abdiel, even if magically compelled. This is even true for a Preserver who attacks the animal or plant, although doing so is almost certain to violate the Preservers Code of Conduct. [B]Trackless Step:[/B] Starting at 3rd level, Abdiel leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. [B]Equipment:[/B] Total Weight Carried: 52 lbs [I]Mojiin Greenweave Breastplate[/I] (+5 Armor, +4 Max Dex, -1 ACP, 20% ASF [15% for Ecomancers], 30' Move, Medium Masterwork Armour made of organic materials, 15 lbs) [I]Sling + 10 Slingstones[/I] (5 lbs) [I]Belt[/I] [COLOR=Black]--[/COLOR][I]Belt Pouch[/I] (1/2 lb) [COLOR=Black]----[/COLOR][I]Scroll Case[/I] (1/2 lb) [COLOR=Black]----[/COLOR][I]10 Fishing Hooks & Line[/I] (-) [COLOR=Black]----[/COLOR][I]Flint & Steel[/I] (-) [COLOR=Black]----[/COLOR][I]Holly & Mistletoe[/I] (-) [COLOR=Black]----[/COLOR][I]Crazan Arris[/I] (-) [COLOR=Black]--[/COLOR][I]Belt Pouch[/I] (1/2 lb) [COLOR=Black]----[/COLOR][I]2 Days Trail Rations[/I] (2 lbs) [COLOR=Black]----[/COLOR][I]6 Days of Eagle food[/I] (1 1/2 lb) [COLOR=Black]--[/COLOR][I]Money Pouch[/I] (1/2 lb) [COLOR=Black]--[/COLOR][I]Waterskin[/I] (4 lbs) [COLOR=Black]--[/COLOR][I]Knife[/I] (1/2 lb) [I]Belt[/I] [COLOR=Black]--[/COLOR][I]Antitoxin[/I] (-) [COLOR=Black]--[/COLOR][I]4 Smokesticks[/I] (2 lbs) [COLOR=Black]--[/COLOR][I]4 Tanglefoot Bags[/I] (16 lbs) [COLOR=Black]--[/COLOR][I]4 Thunderstones[/I] (4 lbs) [COLOR=Black]--[/COLOR][I]8 Tindertwigs[/I] (-) [B]Money:[/B] [COLOR=Black]--[/COLOR] 7 pp [COLOR=Black]--[/COLOR]10 gp [COLOR=Black]--[/COLOR] 8 sp [COLOR=Black]--[/COLOR]10 cp [B]Appearance:[/B] In his humanoid form, Abdiel is a tall muscular creature with wide shoulders and a broad chest. His skin is covered in silver scales that have a slight blue tinge that gleam like liquid silver. His reptilian head, shaped like a dragon's with an elongated snout and a smooth shiny plate over the nose, rests atop his snaky neck. A frill rises in the center of his head, between his two small, smooth, shiny horns that taper back, and runs down his back to the tip of his tail. He has completely black eyes that betray no emotion. Abdiel wears blue robes covering a breastplate that is made of treated Gyrthra tree leaves, his robes are crossed by a pair of thick belts on which he hangs all of his equipment. His dragon form is a more draconic version of his humanoid form. His features are more dragon-like, his body is sleek powerful body. His neck and tail elongate, his frill and horns become more prominent, and his powerful torso grows even more so. He does not currently have wings in either form. [B]Personality:[/B] Abdiel is very methodical, he is slow to anger, will not jump to conclusions, will not make true friends easily and will carefully weigh the circumstances before taking sides ... unless he, one those he has called friends, or the natural habitat that he loves is threatened - then his opponents will face his fury. He is rather friendly, and gets along with people well, it just takes him a long time to learn to truly trust someone. Since his departure from Arris, and the weakening of the bond with the Mother and his Sisters, Abdiel has thought of and refered to himself as a male, rather than as a female - a symbolic break in his mind from his time on Arris. If ever he returns to Arris, and the connection is re-strengthened, he will undoubtably think and refer to himself as a female again. [B]Early Background/Origins:[/B] Abdiel grew up in an idyllic, peaceful mountain vale in Arris. He naturally took to the path of Preserver as his love of Arris was great. Like all Mojiin, he was taught that all Valsians, especially the Dragonlords, were evil and would eventually destroy themselves. While he accepted this as fact, he had a problem with these types of generalizations, and was not completely sure of this way of thinking. He continued to learn the ways of the Preserver, preparing to defend the vale that he his village lived in from the Dragonlords. Shortly after Abdiel reached adulthood a Valsian visitor came to the vale. While everyone was initially leary of her, she was unarmed and did not appear to mean any harm to the vale, and the people eventually went to meet her. Her name was Erila, a disciple of Vhalia, the creator of the newly created art of Ecomancy, who herself followed the ways of Ecomancy. Abdiel spent much time talking to Erila, and discovered that contrary to what he had been taught all of his life, not all Valsians were evil, and that their may be over good beings who are not Mojiin. Abdiel pondered these facts for a couple of years, and had reached a decision to leave the vale, and explore the world, so that he could get first hand knowledge of the rest of the world. As luck would have it, the next day, a pair of Avengers came to the vale, asking if we had seen a Praetorian leading a band of Dragon Lords. Abdiel asked them if he could join them, as they were determined to travel the world until they found her. Little did he know that he would end up leaving Arris behind, and travelling to other worlds. As a parting gift, his mentors gave Abdiel a Greenweave Breastplate, an item that he cherishes both for its protective value as well as the memories of home that it evokes. [B]Recent Background:[/B] The hunt for the Praetorian lead Abdiel and his companions off of Arris, to a number of different worlds. About a year ago, they arrived on the planet Kanath, hot on her trail. Abdiel separated from the others when they entered the sprawling metropolis of Eldiz. Never had Abdiel seen buildings taller than trees, and people more numerous than ants in an anthill. Knowing that almost none of it was flora or fauna, the sheer amount of life around him astounded him - he had never felt anything like it. Abdiel and the avenger, Mhrazhar have kept in contact, but the avenger's loss of his uncle, and loss of a track for the Praetorian has left him sullen. Abdiel has spent the last year wandering around the planet of Kanath, and is ready to move on. [B]Notes:[/B] Recovered the Crazan Arris [B]Animal Companion:[/B] [COLOR=Black]------[/COLOR][B]Selar[/B] [COLOR=Black]------[/COLOR][I]Eagle[/I] [COLOR=Black]------[/COLOR]Small Animal [COLOR=Black]------[/COLOR][B]Hit Dice:[/B] 3d8+3 (22 hp) [COLOR=Black]------[/COLOR][B]Initiative:[/B] +3 [+3 Dex] [COLOR=Black]------[/COLOR][B]Speed:[/B] 10 ft. (2 squares), fly 80 ft. (average) [COLOR=Black]------[/COLOR][B]Armor Class:[/B] 17 [+1 Size, +3 Dex, +3 Natural], touch 14, flat-footed 14 [COLOR=Black]------[/COLOR][B]Base Attack / Grapple:[/B] +2/-2 [COLOR=Black]------[/COLOR][B]Attack:[/B] 2 talons +7 melee (1d4) [COLOR=Black]------[/COLOR][B]Full Attack:[/B] 2 talons +7 melee (1d4) and bite +1 melee (1d4) [COLOR=Black]------[/COLOR][B]Space / Reach:[/B] 5 ft. / 5 ft. [COLOR=Black]------[/COLOR][B]Special Attacks:[/B] - [COLOR=Black]------[/COLOR][B]Special Qualities:[/B] Low-light vision, Link, Share spells, Evasion [COLOR=Black]------[/COLOR][B]Saves:[/B] Fort +4, Ref +6, Will +3 [COLOR=Black]------[/COLOR][B]Abilities:[/B] Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6 [COLOR=Black]------[/COLOR][B]Skills:[/B] Listen +2, Spot +16 [COLOR=Black]------[/COLOR][B]Feats:[/B] Weapon Finesse, Weapon Focus(claw) [COLOR=Black]------[/COLOR][B]Environment:[/B] Temperate mountains [COLOR=Black]------[/COLOR][B]Description:[/B] Selar is about 3 1/2' long and has a wingspan of about 8 feet. [COLOR=Black]------[/COLOR][B]Tricks:[/B] Attack (All creatures), Come, Down, Fetch, Seek, Stay [COLOR=Black]------[/COLOR][B]Link (Ex):[/B] Abdiel can handle Selar as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. Abdiel gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. [COLOR=Black]------[/COLOR][B]Share Spells (Ex):[/B] At Abdiel’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Selar. Selar must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Selar if he moves farther than 5 feet away and will not affect him, even if he returns to Abdiel before the duration expires. [COLOR=Black]------[/COLOR][B]Evasion (Ex):[/B] If Selar is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage if he makes a successful saving throw. [/QUOTE]
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