Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Epic Mortal Kombat! Participant Sign-in Sheet
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lord_Raven88" data-source="post: 3578129" data-attributes="member: 31975"><p>[sblock=Special Request]I would like Azrim to be able to use all of his magical items while he is wild shaped. If this is unbalanced in your view, then I'm willing to use an epic feat to allow this.[/sblock]</p><p></p><p>[sblock=The Protector]<strong>Azrim Stonesplitter (aka The Protector)</strong></p><p>Dwarven Druid 5 / Blood Hound(BH) 5 / Master of Many Forms(MoMF) 10 / Master of Flies(MoF) 10 / Natures Warrior(NW) 5 / Warshaper(WS) 5</p><p></p><p><strong>Alignment:</strong> Neutral</p><p><strong>Deity:</strong> Obad Hai</p><p><strong>Size:</strong> Medium (Fine - Colossal)</p><p><strong>Type:</strong> Humanoid (Shapechanger)</p><p><strong>Base Speed:</strong> 30', 60' (Boots of Swiftness)</p><p>[code]</p><p>Str: 38 (+14) 01 pts +5 Inherent +20 Enhancement +4 War Shaper</p><p>Dex: 22 (+6) 03 pts +5 Inherent +6 Enhancement</p><p>Con: 46 (+18) 06 pts +2 racial +5 Inherent +1 level +20 Enhancement +4 War Shaper</p><p>Int: 18 (+4) 05 pts +5 Inherent </p><p>Wis: 30 (+10) 16 pts +5 Inherent +7 level</p><p>Cha: 26 (+8) 05 pts -2 racial +5 Inherent +10 Enhancement</p><p></p><p>[b]HP:[/b] 813 (30d8 +10d10 = 193 + 720 Con)</p><p></p><p>[b]AC:[/b] 52 (10 base +1 Dex +18 Armour +9 shield +5 Def +5Nat +? Size)</p><p>+5 nat while wild shaped</p><p></p><p>[b]Saves: </p><p>Fortitude:[/b] +28 (+4 Druid +4 MoMF +4 BH +1 NW + 5 Con +10 Epic +5 Resistance)</p><p>[b]Reflex:[/b] +28 (+1 Druid +4 MoMF +4 BH +1 NW + 6 Dex +10 Epic +5 Resistance)</p><p>[b]Will:[/b] +23 (+1 Druid +1 MoMF +1 BH +4 NW + 11 Wis +10 Epic +5 Resistance)</p><p></p><p>[b]Init:[/b] +10 (+6 Dex +4 Feat)</p><p></p><p>[b]Base attack bonus:[/b] +26 (+16 Base +10 Epic)</p><p></p><p>[b]Attacks:[/b] </p><p></p><p>[b]Skills Total Ranks Stats Misc[/b]</p><p>Appraise 0 0.0 4 0</p><p>Balance 26 6.0 6 20</p><p>Bluff 15 7.0 8 0</p><p>Climb 44 10.0 14 20 </p><p>Concentration 28 10.0 18 0 </p><p>Craft (Carpentry) 10 6.0 4 0</p><p>Craft (Untrained) 4 0.0 4 0</p><p>Diplomacy 15 7.0 8 0</p><p>Disguise 25 7.0 8 10</p><p>Escape Artist 21 0.0 6 15</p><p>Forgery 4 0.0 4 0</p><p>Gather Information 15 7.0 8 0</p><p>Heal 10 0.0 10 0</p><p>Hide 91 30.0 6 55 </p><p>Intimidate 18 10.0 8 0</p><p>Jump 44 10.0 14 20 </p><p>Listen 32 20.0 10 2</p><p>Knowledge(Arcana) 10 6.0 4 0</p><p>Knowledge(Dungeoneering)10 6.0 4 0</p><p>Knowledge(Geography) 10 6.0 4 0</p><p>Knowledge(History) 10 6.0 4 0</p><p>Knowledge(Nature) 24 20.0 4 0</p><p>Knowledge(Religion) 10 6.0 4 0</p><p>Knowledge(The Planes) 10 6.0 4 0</p><p>Move Silently 81 30.0 6 45 </p><p>Perform 8 0.0 8 0</p><p>Ride 6 0.0 6 0</p><p>Search 10 6.0 4 0 </p><p>Sense Motive 20 10.0 10 0 </p><p>Spellcraft 14 10.0 4 0</p><p>Spot 70 20.0 10 40 </p><p>Survival 30 20.0 10 0</p><p>Swim 24 10.0 14 0</p><p>Tumble 26 0.0 6 20 </p><p>Use Rope 6 0.0 6 0</p><p>(*) Cross Class Skill[/code]<strong>Feats</strong></p><p>1st - Alertness</p><p>3rd - Endurance</p><p>6th - Diehard</p><p>9th - Track</p><p>12th - Improved Initiative</p><p>15th - Multiattack</p><p>18th - Quick Change</p><p>21th - Colossal Wild Shape</p><p>24th - Fine Wild Shape</p><p>27th - Magical Beast Wild Shape</p><p>30th - Dragon Wild Shape</p><p>33rd - Improved Elemental Wild Shape</p><p>36th - Heightened Breath (Drac PG70)</p><p>39th - Maximise Breath (Drac PG 71)</p><p></p><p><strong>Languages:</strong> Common, Dwarven, Draconic, Giant, Sylvan, Druidic.</p><p></p><p><strong>Equipment</strong></p><p>Head: </p><p>Eyes: Epic Eyes of the Eagle +40 Spot</p><p>Neck: +20 Amulet of Health 4000000gp, +5 Amulet of Mighty Fists 22500gp (150K x 1.5), +5 Amulet of Natural Armour 75000gp (50K x 1.5), Necklace of Adaptation 13500gp (9K x 1.5)</p><p>Torso: Mantle of Great Stealth 242000 1lb</p><p>Body: +10 Glamered, Greater Shadow, Greater Silent Moves, Greater Slick Dragoncraft Black Dragon Hide Fullplate 1146000gp (Arm Bon +18, Max Dex 1, ACP-4, ASF 35%) 50lb</p><p>Belt: </p><p>Cloak: Cloak of Epic Charisma +10 1000000gp 1lb, Comfort +5 40500gp </p><p>Bracers: </p><p>Shield: +7 Large Wooden Shield of Arrow Deflection 1000157gp</p><p>Gloves: Gauntlets of Titans Power +20 Strength 4000000gp, </p><p>Ring1: Ring of Universal Greater Energy Resistance 308000gp, Mental Fortitude 165000 (DMG2 PG 263)Chameleon Power 19050, Freedom 60000gp, Sustenance 3750gp, </p><p>Ring2: Weapon Breaking 600000gp, Invisbility 30000 Protection +5 75000gp, X-ray Vision 37500gp</p><p>Boots: Boots of Swiftness 256,000 gp</p><p></p><p><strong>Other Items:</strong></p><p>(6)Books (+5) 825,000 gp - Used</p><p>Portable Hole 10000gp</p><p>Staff of Life 155750 (50charges)</p><p></p><p></p><p><strong>Treasure:</strong> 17,293gp</p><p><strong>Weight Carried:</strong> 50lb</p><p><strong>Carrying Capacity:</strong> Light(0 lb), Medium(0-00lb), Heavy(0-00lb)</p><p></p><p><strong>Combat Effects</strong></p><p><span style="font-size: 9px">Arrow Deflection (DC20), Concealment (20%), DR 3/- & 15/Adamantine, Evasion, Fast Healing 2, Freedom, Greater Energy Resistance (30 pts), Immune to ; Crits, Mind-Affecting abilities, Stunning and Transmutations, Necklance of Adaption, Weapon Breaking (DC20 Fort save)</span></p><p></p><p><strong>Druid Spells Known:</strong> (6/7/6/5/3) <strong>Caster Level:</strong> 7th</p><p>0th- Detect Magic, Detect Magic, Detect Magic, Detect Poison, Know Direction, Mending.</p><p>1st- Cure Light Wounds, Cure Light Wounds, Faerie Fire, Faerie Fire, Faerie Fire, Obscuring Mist, Obscuring Mist</p><p>2nd- Fog Cloud, Gust of Wind, Lesser Restoration, Lesser Restoration, Warp Wood, Warp Wood</p><p>3rd- Cure Mod Wounds, Cure Mod Wounds, Neutralise Poison, Neutralise Poison, Remove Disease.</p><p>4th- Antiplant Shell, Cure Serious Wounds, Cure Serious Wounds.</p><p></p><p>[sblock=Special Abilities][sblock=Druid Abilities] <ul> <li data-xf-list-type="ul">Animal Companion: </li> <li data-xf-list-type="ul">Nature Sense: +2 on Knowledge(nature) and Survival checks</li> <li data-xf-list-type="ul">Wild Empathy: Improve attitude of animals via Diplomacy check. +10 druid levels. </li> <li data-xf-list-type="ul">Woodland Stride: Move through any sort of undergrowth at normal speed</li> <li data-xf-list-type="ul">Trackless Step: Leave no trail in natural surroundings and can't be tracked</li> <li data-xf-list-type="ul">Resist Natures Lure: +4 bonus on saving throws against SLA of fey</li> <li data-xf-list-type="ul">Wild Shape (14/day): 10 hours duration.</li> </ul><p>[/sblock]</p><p>[sblock=Blood Hound Abilities(Comp Adv PG 28)] <ul> <li data-xf-list-type="ul">Mark(2): +5 insight bonus on Gather Info, Listen, Search Spot and Survival checks.</li> <li data-xf-list-type="ul">Swift Tracker: Move at normal speed while following tracks</li> <li data-xf-list-type="ul">Nonlethal Force: no penalty when dealing nonlethal damage</li> <li data-xf-list-type="ul">Ready and Waiting: Can ready action against mark, even outside of initiative. If mark triggers action at any point within the next 10 minutes, the BH can carry out his readied action as if the two were engaged in combat.</li> <li data-xf-list-type="ul">Bring 'em back alive: Can turn a potentially killing blow into an incapacitating one. At the BH's option, any melee attack that would reduce a foe to -2 or fewer hit points reduces the foe to -1 hit points instead. A BH must choose to use this immediately upon reducing his foe to -2 or fewer hit points, and before making any other action.</li> <li data-xf-list-type="ul">Tenacious Pursuit: +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. +10 speed</li> <li data-xf-list-type="ul">Hunter's Dedication: Add Constitution bonus to will saves made to resist the special attacks or spells of his mark.</li> <li data-xf-list-type="ul">Move like the Wind: Can move stealthily even at a quick pace. No longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he only takes -10 penalty on Hide and Move Silently checks when running.</li> <li data-xf-list-type="ul">Crippling Strike: +2 Str damage to mark</li> <li data-xf-list-type="ul">Track the Trackless: Can track a creature moving under the influence of a <em>pass without trace</em> or a similar effect with a -20 penalty on Survival checks.</li> </ul><p>[/sblock]</p><p>[sblock=Master of Flies Abilities(Savage Species PG 80)] <ul> <li data-xf-list-type="ul">Summon Swarm(sp): Can use <em>summon swarm</em> 10/day as 40th level sorcerer. d20 for swarm type (1-6 Spiders, 7-13 Centipedes, 14-20 Flying Beetles). </li> <li data-xf-list-type="ul">Swarm Shape (su): Can take the form of a swarm of vicious little vermin 6/day. This effect is similar to that of <em>summon swarm</em> spell, except that the swarm is of the same size category as the caster (and has the same face as the caster). The MoF can choose the type of vermin from the list above. In swarm shape, he can move at a speed of 15 feet, or up to 45 feet if the swarm flies (poor man). The swarm has the same number of hit points at the original creature and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by a gust of wind for example), the MoF must return to his original shape. To do so, the dispersed creatures must first coalesce (at the swarms speed); the MoF must take a standard action on the following round to transform. In all other respects, the swarm shape ability is identical to the druids <em>wild shape</em> ability.</li> <li data-xf-list-type="ul">Plague Swarm Shape (su): Can take swarm shape that is identical to that produced by an <em>insect plague</em> spell except that the swarm can be no more than one size larger than the MoF's. This swarm can move at half the MoF's normal speed and can fly at the same speed(clumsy man).</li> <li data-xf-list-type="ul">Pied Piper(su): Can charm 40 hit dice of vermin or less 10/day, starting with the lowest hit dice vermin within range and moving up in hit dice until the limit is reached. The range is 100 feet and the vermin are allowed Will saves against this effect (DC14 + Cha mod), and any that make there saves can be affected by this ability for one day. Charmed vermin move towards the MoF at their land speed, taking the most direct path available. If the path leads into a dangerous area they are allowed another saving throw. Charmed vermin can take no actions other than to defend themselves. If the MoF's moves, the charmed vermin follow. This effect last for as long as the MoF concentrates. Once concentration is broken, those vermin can't be affected again by this ability for one day.</li> <li data-xf-list-type="ul">Insect Plague(sp): <em>Insect Plague</em> 10/day</li> <li data-xf-list-type="ul">Flyblown(su): Can shift to swarm shape and back as a free action</li> <li data-xf-list-type="ul">Creeping Doom Swarm Shape (su): Can take swarm shape that is identical to that produced by an <em>creeping doom</em> spell except that the swarm can be no more than two sizes larger than the MoF's. This swarm can only move at 10 feet per round and can't fly.</li> <li data-xf-list-type="ul">Creeping Doom(sp): <em>Creeping Doom</em> 10/day</li> <li data-xf-list-type="ul">Awaken Vermin(sp): Can use <em>awaken</em> on vermin once per week at no XP cost.</li> <li data-xf-list-type="ul">Swarm Leap(su): Can transport self over great distances. Once per day as a standard action the MoF can enter any swarm of mundane vermin (whose size equals or exceeds his own) and travel to another swarm in a single round, regardless of distance. The MoF merely designates a distance and direction, and the swarm leap ability transports him to a destination swarm as close as possible to the desired destination. He can attempt to name a specific swarm, but if no such target exist, the ability fails and the MoF is ejected from the entry swarm. Both the entry swarm and the exit swarm must be alive, but they can be either naturally occurring or summoned. Except as noted here this ability functions like the <em>transport via plants</em> spell.</li> </ul><p>[/sblock]</p><p>[sblock=Master of Many Forms Abilities(Comp Adv PG58)] <ul> <li data-xf-list-type="ul">Shifters Speech(ex): Retains ability to speak regardless of the form he takes. Furthermore he can communicate with other creatures of the same kind while in <em>wild shape</em>, as long as such creatures are normally capable of communicating with each other using natural methods.</li> <li data-xf-list-type="ul">Improved Wild Shape(su): Can assume the forms of humanoid, giants, monstrous humanoids, fey, vermin, aberrations, plants, oozes, elementals and dragons from diminutive to gargantuan size. A MoMF also gains one additional daily use of her wild shape ability per class level.</li> <li data-xf-list-type="ul">Fast Wild Shape(ex): Use wild shape ability as move action.</li> <li data-xf-list-type="ul">Extraordinary Wild Shape(ex): Gain the extraordinary special qualities of any form she assumes.</li> <li data-xf-list-type="ul">Evershifting Form(ex): Gains the shapechanger type and becomes immune to any transmutation effect unless he willing accepts it.</li> </ul><p>[/sblock]</p><p>[sblock=Natures Warriors Abilities(Comp War PG63)] <ul> <li data-xf-list-type="ul">Natures Armament(su): Armour of the Crocodile: +5 natural armour while wild shaped</li> <li data-xf-list-type="ul">Natures Armament(su): Claws of the Grizzly: +3 bonus damage when using natural weapons</li> <li data-xf-list-type="ul">Natures Armament(su): Earth's Resilience: DR 3/-</li> <li data-xf-list-type="ul">Wilding(su): NW class levels stack with druid levels to determine wild shape abilities and for wild empathy checks</li> <li data-xf-list-type="ul">+2 level of Divine Spellcasting</li> </ul><p>[/sblock]</p><p>[sblock=War Shaper Abilities(Comp War PG89)] <ul> <li data-xf-list-type="ul">Morphic Immunities(ex): Immune to stunning and critical hits</li> <li data-xf-list-type="ul">Morphic Weapons(su): As a move action, a WS can grow natural weapons dealing damage appropriate to the size of is form. This weapons need not be natural weapons that the creature already possess. If the WS form already has a natural weapon of that type, the weapon deals damage as if it were one category larger.</li> <li data-xf-list-type="ul">Morphic Body(su): +4 Strength and +4 Constitution</li> <li data-xf-list-type="ul">Morphic Reach(su): +5 feet reach</li> <li data-xf-list-type="ul">Morphic Healing(su): Fast Healing 2, and if he spends a full round action and succeeds on a Concentration check (DC equals total damage sustained) he heals 10 points of damage.</li> <li data-xf-list-type="ul">Multimorph(su): Can change forms multiple times during the duration of the Wild Shape ability. Only the first transformation heals the WS.</li> </ul><p>[/sblock][/sblock]</p><p></p><p><strong>Appearance:</strong></p><p>In his 'birthform' Azrim is a mature looking dwarf of average height. Azrim seldom spends time in this form, prefering instead to inhabit a near endless number of forms.</p><p></p><p><strong>Background:</strong></p><p>There is a legend that speaks of 'The Protector', a guardian and warrior who protects ancient tracks of land from being destroyed or over-exploited. No one knows what the The Protector really looks like, some claim that the The Protector is an ancient dragon, others claim that he is an elemental prince and still others claim that are many protector and not just one. </p><p></p><p>Whatever the truth may be, whereever the mark of The Protector is found, all tread with caution and respect. The Protector doesn't prevent the use of natural resources, nor does he advocate the destruction of civiliasation and the return to a more simplistic lifestyle. Rather The Protector 'promotes' harmony with the natural world.</p><p></p><p>Areas that are under The Protector care may still be utilised by those that have need of natures bounty, however anyone who seeks to disrupt the balance of such protected enclaves or harvest it' resources purely for financial reasons, soon suffer the full wrath of The Protectors fury.</p><p></p><p>~~~~</p><p></p><p>Azrim is unaware of the tournament, and appears there against his will.[/sblock]</p></blockquote><p></p>
[QUOTE="Lord_Raven88, post: 3578129, member: 31975"] [sblock=Special Request]I would like Azrim to be able to use all of his magical items while he is wild shaped. If this is unbalanced in your view, then I'm willing to use an epic feat to allow this.[/sblock] [sblock=The Protector][b]Azrim Stonesplitter (aka The Protector)[/b] Dwarven Druid 5 / Blood Hound(BH) 5 / Master of Many Forms(MoMF) 10 / Master of Flies(MoF) 10 / Natures Warrior(NW) 5 / Warshaper(WS) 5 [b]Alignment:[/b] Neutral [b]Deity:[/b] Obad Hai [b]Size:[/b] Medium (Fine - Colossal) [b]Type:[/b] Humanoid (Shapechanger) [b]Base Speed:[/b] 30', 60' (Boots of Swiftness) [code] Str: 38 (+14) 01 pts +5 Inherent +20 Enhancement +4 War Shaper Dex: 22 (+6) 03 pts +5 Inherent +6 Enhancement Con: 46 (+18) 06 pts +2 racial +5 Inherent +1 level +20 Enhancement +4 War Shaper Int: 18 (+4) 05 pts +5 Inherent Wis: 30 (+10) 16 pts +5 Inherent +7 level Cha: 26 (+8) 05 pts -2 racial +5 Inherent +10 Enhancement [b]HP:[/b] 813 (30d8 +10d10 = 193 + 720 Con) [b]AC:[/b] 52 (10 base +1 Dex +18 Armour +9 shield +5 Def +5Nat +? Size) +5 nat while wild shaped [b]Saves: Fortitude:[/b] +28 (+4 Druid +4 MoMF +4 BH +1 NW + 5 Con +10 Epic +5 Resistance) [b]Reflex:[/b] +28 (+1 Druid +4 MoMF +4 BH +1 NW + 6 Dex +10 Epic +5 Resistance) [b]Will:[/b] +23 (+1 Druid +1 MoMF +1 BH +4 NW + 11 Wis +10 Epic +5 Resistance) [b]Init:[/b] +10 (+6 Dex +4 Feat) [b]Base attack bonus:[/b] +26 (+16 Base +10 Epic) [b]Attacks:[/b] [b]Skills Total Ranks Stats Misc[/b] Appraise 0 0.0 4 0 Balance 26 6.0 6 20 Bluff 15 7.0 8 0 Climb 44 10.0 14 20 Concentration 28 10.0 18 0 Craft (Carpentry) 10 6.0 4 0 Craft (Untrained) 4 0.0 4 0 Diplomacy 15 7.0 8 0 Disguise 25 7.0 8 10 Escape Artist 21 0.0 6 15 Forgery 4 0.0 4 0 Gather Information 15 7.0 8 0 Heal 10 0.0 10 0 Hide 91 30.0 6 55 Intimidate 18 10.0 8 0 Jump 44 10.0 14 20 Listen 32 20.0 10 2 Knowledge(Arcana) 10 6.0 4 0 Knowledge(Dungeoneering)10 6.0 4 0 Knowledge(Geography) 10 6.0 4 0 Knowledge(History) 10 6.0 4 0 Knowledge(Nature) 24 20.0 4 0 Knowledge(Religion) 10 6.0 4 0 Knowledge(The Planes) 10 6.0 4 0 Move Silently 81 30.0 6 45 Perform 8 0.0 8 0 Ride 6 0.0 6 0 Search 10 6.0 4 0 Sense Motive 20 10.0 10 0 Spellcraft 14 10.0 4 0 Spot 70 20.0 10 40 Survival 30 20.0 10 0 Swim 24 10.0 14 0 Tumble 26 0.0 6 20 Use Rope 6 0.0 6 0 (*) Cross Class Skill[/code][b]Feats[/b] 1st - Alertness 3rd - Endurance 6th - Diehard 9th - Track 12th - Improved Initiative 15th - Multiattack 18th - Quick Change 21th - Colossal Wild Shape 24th - Fine Wild Shape 27th - Magical Beast Wild Shape 30th - Dragon Wild Shape 33rd - Improved Elemental Wild Shape 36th - Heightened Breath (Drac PG70) 39th - Maximise Breath (Drac PG 71) [b]Languages:[/b] Common, Dwarven, Draconic, Giant, Sylvan, Druidic. [b]Equipment[/b] Head: Eyes: Epic Eyes of the Eagle +40 Spot Neck: +20 Amulet of Health 4000000gp, +5 Amulet of Mighty Fists 22500gp (150K x 1.5), +5 Amulet of Natural Armour 75000gp (50K x 1.5), Necklace of Adaptation 13500gp (9K x 1.5) Torso: Mantle of Great Stealth 242000 1lb Body: +10 Glamered, Greater Shadow, Greater Silent Moves, Greater Slick Dragoncraft Black Dragon Hide Fullplate 1146000gp (Arm Bon +18, Max Dex 1, ACP-4, ASF 35%) 50lb Belt: Cloak: Cloak of Epic Charisma +10 1000000gp 1lb, Comfort +5 40500gp Bracers: Shield: +7 Large Wooden Shield of Arrow Deflection 1000157gp Gloves: Gauntlets of Titans Power +20 Strength 4000000gp, Ring1: Ring of Universal Greater Energy Resistance 308000gp, Mental Fortitude 165000 (DMG2 PG 263)Chameleon Power 19050, Freedom 60000gp, Sustenance 3750gp, Ring2: Weapon Breaking 600000gp, Invisbility 30000 Protection +5 75000gp, X-ray Vision 37500gp Boots: Boots of Swiftness 256,000 gp [b]Other Items:[/b] (6)Books (+5) 825,000 gp - Used Portable Hole 10000gp Staff of Life 155750 (50charges) [b]Treasure:[/b] 17,293gp [b]Weight Carried:[/b] 50lb [b]Carrying Capacity:[/b] Light(0 lb), Medium(0-00lb), Heavy(0-00lb) [b]Combat Effects[/b] [size=1]Arrow Deflection (DC20), Concealment (20%), DR 3/- & 15/Adamantine, Evasion, Fast Healing 2, Freedom, Greater Energy Resistance (30 pts), Immune to ; Crits, Mind-Affecting abilities, Stunning and Transmutations, Necklance of Adaption, Weapon Breaking (DC20 Fort save)[/size] [b]Druid Spells Known:[/b] (6/7/6/5/3) [b]Caster Level:[/b] 7th 0th- Detect Magic, Detect Magic, Detect Magic, Detect Poison, Know Direction, Mending. 1st- Cure Light Wounds, Cure Light Wounds, Faerie Fire, Faerie Fire, Faerie Fire, Obscuring Mist, Obscuring Mist 2nd- Fog Cloud, Gust of Wind, Lesser Restoration, Lesser Restoration, Warp Wood, Warp Wood 3rd- Cure Mod Wounds, Cure Mod Wounds, Neutralise Poison, Neutralise Poison, Remove Disease. 4th- Antiplant Shell, Cure Serious Wounds, Cure Serious Wounds. [sblock=Special Abilities][sblock=Druid Abilities][list] [*]Animal Companion: [*]Nature Sense: +2 on Knowledge(nature) and Survival checks [*]Wild Empathy: Improve attitude of animals via Diplomacy check. +10 druid levels. [*]Woodland Stride: Move through any sort of undergrowth at normal speed [*]Trackless Step: Leave no trail in natural surroundings and can't be tracked [*]Resist Natures Lure: +4 bonus on saving throws against SLA of fey [*]Wild Shape (14/day): 10 hours duration. [/list][/sblock] [sblock=Blood Hound Abilities(Comp Adv PG 28)][list] [*]Mark(2): +5 insight bonus on Gather Info, Listen, Search Spot and Survival checks. [*]Swift Tracker: Move at normal speed while following tracks [*]Nonlethal Force: no penalty when dealing nonlethal damage [*]Ready and Waiting: Can ready action against mark, even outside of initiative. If mark triggers action at any point within the next 10 minutes, the BH can carry out his readied action as if the two were engaged in combat. [*]Bring 'em back alive: Can turn a potentially killing blow into an incapacitating one. At the BH's option, any melee attack that would reduce a foe to -2 or fewer hit points reduces the foe to -1 hit points instead. A BH must choose to use this immediately upon reducing his foe to -2 or fewer hit points, and before making any other action. [*]Tenacious Pursuit: +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. +10 speed [*]Hunter's Dedication: Add Constitution bonus to will saves made to resist the special attacks or spells of his mark. [*]Move like the Wind: Can move stealthily even at a quick pace. No longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he only takes -10 penalty on Hide and Move Silently checks when running. [*]Crippling Strike: +2 Str damage to mark [*]Track the Trackless: Can track a creature moving under the influence of a [i]pass without trace[/i] or a similar effect with a -20 penalty on Survival checks. [/list][/sblock] [sblock=Master of Flies Abilities(Savage Species PG 80)][list] [*]Summon Swarm(sp): Can use [i]summon swarm[/i] 10/day as 40th level sorcerer. d20 for swarm type (1-6 Spiders, 7-13 Centipedes, 14-20 Flying Beetles). [*]Swarm Shape (su): Can take the form of a swarm of vicious little vermin 6/day. This effect is similar to that of [i]summon swarm[/i] spell, except that the swarm is of the same size category as the caster (and has the same face as the caster). The MoF can choose the type of vermin from the list above. In swarm shape, he can move at a speed of 15 feet, or up to 45 feet if the swarm flies (poor man). The swarm has the same number of hit points at the original creature and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by a gust of wind for example), the MoF must return to his original shape. To do so, the dispersed creatures must first coalesce (at the swarms speed); the MoF must take a standard action on the following round to transform. In all other respects, the swarm shape ability is identical to the druids [i]wild shape[/i] ability. [*]Plague Swarm Shape (su): Can take swarm shape that is identical to that produced by an [i]insect plague[/i] spell except that the swarm can be no more than one size larger than the MoF's. This swarm can move at half the MoF's normal speed and can fly at the same speed(clumsy man). [*]Pied Piper(su): Can charm 40 hit dice of vermin or less 10/day, starting with the lowest hit dice vermin within range and moving up in hit dice until the limit is reached. The range is 100 feet and the vermin are allowed Will saves against this effect (DC14 + Cha mod), and any that make there saves can be affected by this ability for one day. Charmed vermin move towards the MoF at their land speed, taking the most direct path available. If the path leads into a dangerous area they are allowed another saving throw. Charmed vermin can take no actions other than to defend themselves. If the MoF's moves, the charmed vermin follow. This effect last for as long as the MoF concentrates. Once concentration is broken, those vermin can't be affected again by this ability for one day. [*]Insect Plague(sp): [i]Insect Plague[/i] 10/day [*]Flyblown(su): Can shift to swarm shape and back as a free action [*]Creeping Doom Swarm Shape (su): Can take swarm shape that is identical to that produced by an [i]creeping doom[/i] spell except that the swarm can be no more than two sizes larger than the MoF's. This swarm can only move at 10 feet per round and can't fly. [*]Creeping Doom(sp): [i]Creeping Doom[/i] 10/day [*]Awaken Vermin(sp): Can use [i]awaken[/i] on vermin once per week at no XP cost. [*]Swarm Leap(su): Can transport self over great distances. Once per day as a standard action the MoF can enter any swarm of mundane vermin (whose size equals or exceeds his own) and travel to another swarm in a single round, regardless of distance. The MoF merely designates a distance and direction, and the swarm leap ability transports him to a destination swarm as close as possible to the desired destination. He can attempt to name a specific swarm, but if no such target exist, the ability fails and the MoF is ejected from the entry swarm. Both the entry swarm and the exit swarm must be alive, but they can be either naturally occurring or summoned. Except as noted here this ability functions like the [i]transport via plants[/i] spell. [/list][/sblock] [sblock=Master of Many Forms Abilities(Comp Adv PG58)][list] [*]Shifters Speech(ex): Retains ability to speak regardless of the form he takes. Furthermore he can communicate with other creatures of the same kind while in [i]wild shape[/i], as long as such creatures are normally capable of communicating with each other using natural methods. [*]Improved Wild Shape(su): Can assume the forms of humanoid, giants, monstrous humanoids, fey, vermin, aberrations, plants, oozes, elementals and dragons from diminutive to gargantuan size. A MoMF also gains one additional daily use of her wild shape ability per class level. [*]Fast Wild Shape(ex): Use wild shape ability as move action. [*]Extraordinary Wild Shape(ex): Gain the extraordinary special qualities of any form she assumes. [*]Evershifting Form(ex): Gains the shapechanger type and becomes immune to any transmutation effect unless he willing accepts it. [/list][/sblock] [sblock=Natures Warriors Abilities(Comp War PG63)][list] [*]Natures Armament(su): Armour of the Crocodile: +5 natural armour while wild shaped [*]Natures Armament(su): Claws of the Grizzly: +3 bonus damage when using natural weapons [*]Natures Armament(su): Earth's Resilience: DR 3/- [*]Wilding(su): NW class levels stack with druid levels to determine wild shape abilities and for wild empathy checks [*]+2 level of Divine Spellcasting [/list][/sblock] [sblock=War Shaper Abilities(Comp War PG89)][list] [*]Morphic Immunities(ex): Immune to stunning and critical hits [*]Morphic Weapons(su): As a move action, a WS can grow natural weapons dealing damage appropriate to the size of is form. This weapons need not be natural weapons that the creature already possess. If the WS form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. [*]Morphic Body(su): +4 Strength and +4 Constitution [*]Morphic Reach(su): +5 feet reach [*]Morphic Healing(su): Fast Healing 2, and if he spends a full round action and succeeds on a Concentration check (DC equals total damage sustained) he heals 10 points of damage. [*]Multimorph(su): Can change forms multiple times during the duration of the Wild Shape ability. Only the first transformation heals the WS. [/list][/sblock][/sblock] [b]Appearance:[/b] In his 'birthform' Azrim is a mature looking dwarf of average height. Azrim seldom spends time in this form, prefering instead to inhabit a near endless number of forms. [b]Background:[/b] There is a legend that speaks of 'The Protector', a guardian and warrior who protects ancient tracks of land from being destroyed or over-exploited. No one knows what the The Protector really looks like, some claim that the The Protector is an ancient dragon, others claim that he is an elemental prince and still others claim that are many protector and not just one. Whatever the truth may be, whereever the mark of The Protector is found, all tread with caution and respect. The Protector doesn't prevent the use of natural resources, nor does he advocate the destruction of civiliasation and the return to a more simplistic lifestyle. Rather The Protector 'promotes' harmony with the natural world. Areas that are under The Protector care may still be utilised by those that have need of natures bounty, however anyone who seeks to disrupt the balance of such protected enclaves or harvest it' resources purely for financial reasons, soon suffer the full wrath of The Protectors fury. ~~~~ Azrim is unaware of the tournament, and appears there against his will.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Epic Mortal Kombat! Participant Sign-in Sheet
Top