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<blockquote data-quote="Metaxo" data-source="post: 6162456" data-attributes="member: 6703850"><p>Here's Metaxo's level 12 sheet. I noted down at the bottom where it's listed that I'm not really sure how serpent's bite attack and damage is calculated. The description of natural attacks as is leaves it a little ambiguous. Also, for the favored class bonus I took the skill point.</p><p></p><p>Character Name: Metaxo</p><p>Race: Ophiduan , Alignment: Lawful Neutral , Patron Deity: Haliyane</p><p>Class Levels: Ranger 7 / Psion (Nomad) 5</p><p>Character Level: 12 , XP: 147,130 , Next Level: 210,000 total</p><p>Age: 23 yrs., Height: 6 ft. 2 in., Weight: 126 lbs., Male/Female: M</p><p>Eyes: Yellow , Hair: None , Skin: Very Dark Green</p><p>Languages: Common; Ophiduan; Rhivian; Dejarim; Zanji; Draconic; Nakaali</p><p></p><p>Strength 14[18] (+2[+4]), Dexterity 16 (+3), Constitution 14 (+2)</p><p>Intelligence 15 (+2), Wisdom 17 (+3), Charisma 9 (-1)</p><p></p><p>HP / Maximum: 80 / 80 , Nonlethal: 0 , DR: 0/X , SR: 0</p><p>AC: 22{23}[24] (+3 Dex, +1 dodge, +0 size, +7 armor, {+1 shield}, +1 natural, [+1 Psionic Dodge while maintaining Psionic Focus])</p><p>Touch AC: 14[15 Psionic Dodge] , Flat-Footed AC: 18</p><p>Fortitude +9 (5+1 +1(Resilient) +2(Con) ) , Reflex +8 (5+1 +2(Dex) ) , Will 9 (2+4 +3(Wis) ) , Initiative +3, Hero Points: 1</p><p></p><p>Base Attack Bonus: 9/4 (7+2)</p><p>Melee: +11[+13]/+6[+5] (+9/+4 BAB, +2[+4 Str, +0 size)</p><p>Ranged: +12/+7 (+9/+4 BAB, +3 Dex, +0 size)</p><p>Combat Maneuver Bonus: +11[13] (+9 BAB, +2[+4] Str, +0 size)</p><p>Combat Maneuver Defense: 23[25] (+9 BAB, +2[+4] Str, +2 Dex, +0 size)</p><p></p><p>Favored Class: Ranger (+2 HP, +4 skill ranks, +1 power points)</p><p>Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.</p><p>Type (Subtype): Humanoid (Reptilian)</p><p>Racial Ability Score Adjustments: +2 Dexterity , +2 Wisdom , -2 Charisma</p><p>Other Racial Qualities: Humanoid (Reptilian)</p><p>Other Racial Qualities:</p><p># Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC.</p><p># Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.</p><p># Serpent’s Bite (Ps)(3d8): Once per day, an ophiduan can alter his jaws, gaining a bite attack that deals 1d8 points of damage, plus an extra 1d8 points of damage per five character levels beyond 1st. This effect lasts for 1 minute. The manifester level is equal to the ophiduan’s level.</p><p># Darkvision: Ophiduans can see in the dark up to 60 feet. See Vision and Light.</p><p># Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison.</p><p># Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.</p><p># Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one.</p><p># Languages: Ophiduans begin play speaking Common and Ophiduan. Ophiduans with high Intelligence scores can choose can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.</p><p></p><p>Advanced Traits: Desert Child (+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects); Resilient (+1 trait bonus on Fortitude saves)</p><p></p><p>Feats: </p><p>Wild Talent</p><p>Point Blank Shot</p><p>Rapid Metabolism</p><p>Endurance</p><p>Psionic Shot</p><p>Dodge</p><p>Psionic Dodge</p><p>Quick Draw</p><p>Psionic Meditation</p><p>Fell Shot</p><p>Deadly Aim (-3 to attack, +6 to damage)</p><p>Precise Shot</p><p></p><p>Skills<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />80 points)</p><p>Acrobatics: +4 (2 rank, +2 Dex)</p><p>Autohypnosis: +11 (5 ranks, +3 Wis, +3 class)</p><p>Climb: +8 (2 ranks, +2[+3] STR, +3 class)</p><p>Craft(Weaponsmithing): +6 (1 ranks, +2 Int, +3 class)</p><p>Craft(Armorsmithing): +6 (1 ranks, +2 Int, +3 class)</p><p>Craft(Bowmaking): +6 (1 ranks, +2 Int, +3 class)</p><p>Fly: +6 (1 ranks, +2 Dex, +3 class)</p><p>Handle Animal*: +3 (1 ranks, -1 Cha, +3 class)</p><p>Heal: +8 (2 ranks, +3 Wis, +3 class)</p><p>Intimidate: +3 (1 ranks, -1 Cha, +3 class)</p><p>Know(Arcana): +9 (4 ranks, +2 Int, +3 class)</p><p>Know(Dungeoneering): +6 (1 ranks, +2 Int, +3 class)</p><p>Know(Engineering)*: +0 (0 ranks, +2 Int)</p><p>Know(Geography): +8 (3 ranks, +2 Int, +3 class)</p><p>Know(History)*: +0 (0 ranks, +2 Int)</p><p>Know(Local)*: +8 (3 ranks, +2 Int, +3 class)</p><p>Know(Nature): +9 (4 ranks, +2 Int, +3 class)</p><p>Know(Nobility)*: +0 (0 ranks, +2 Int)</p><p>Know(Planes)*: +8 (3 ranks, +2 Int, +3 class)</p><p>Know(Psionics): +8 (3 ranks, +2 Int, +3 class)</p><p>Know(Religion): +7 (2 ranks, +2 Int, +3 class)</p><p>Linguistics: +5 (3 ranks, +2 Int)</p><p>Perception: +15 (9 ranks, +3 Wis, +3 class)</p><p>Profession(Merchant)*: +7 (1 ranks, +3 Wis, +3 class)</p><p>Psicraft: +12 (7 ranks, +2 Int, +3 class)</p><p>Ride*: +6 (1 ranks, +2 Dex, +3 class)</p><p>Spellcraft: +10 (5 ranks, +2 Int, +3 class)</p><p>Stealth: +18 (8 ranks, +2 Dex, +3 class, +5 Cloak of Elvenkind)</p><p>Survival: +10 (5 ranks, +3 Wis, +3 class)</p><p>Swim: +7 (1 ranks, +2[+3] STR, +3 class)</p><p></p><p>Platinum Pieces: 8, Gold Pieces: 1230, Silver Pieces: 707 Hezak: 1, Copper Pieces: 1353, Red Garnets: 3, </p><p>Load: 69 lbs., Light: 58[76] lbs., Medium: 116[153] lbs., Heavy: 175[230] lbs.</p><p>Maximum Load: 175[230] lbs., Push/Pull: 875[1150] lbs.</p><p></p><p>Armor:</p><p>Mithril Agile Breastplate +1 (4,400 GP, 12.5 lbs., AC +7, Max. Dex. Bonus: 5, AC Check Penalty: 1)</p><p>Mithril Light Steel Quickdraw Shield ( 59 GP, 3.5 lbs., AC +1 )</p><p></p><p>Weapons:</p><p>Longsword +1 ( 315 GP, 4 lbs., Dmg: 1d8, Crit: 19-20/x2)</p><p>Scabbard of Vigor</p><p>Cold Iron Morningstar +1 ( 612 GP, 8 lbs, Dmg: 1d8, Crit: x2)</p><p>Masterwork Composite Longbow (Rating 3)( 700 GP, 3 lbs, Dmg: 1d8, Crit: x3)</p><p>Greataxe +1 (magic)(2,320 GP, 12lbs., Dmg: 1d12, Crit: x3)</p><p>Bardiche +1 (psionic)(2,313 GP, 14lbs., Dmg: 1d10, Crit: 19-20x2)</p><p></p><p></p><p>Ammo:</p><p>32 Arrows ( 2 GP 5 SP, 9 lbs, stored in Efficient Quiver )</p><p>10 Cold Iron Arrows ( 50 CP, 9 lbs, stored in Efficient Quiver )</p><p></p><p>Gear:</p><p>Ring of Sustenance</p><p>Cloak of Elvenkind (+5 to Stealth)</p><p></p><p>2 Baregara Horns</p><p>Psionic Tattoo of Natural Healing (healing 15 HP when 'tapped' as a standard action provokes aoo) </p><p>Oil of Magic Weapon x2 </p><p>Potion of water breathing (750 GP, 0 lbs.)</p><p>Belt of Giant Strength [+2] ( 4,000 GP, 1 lbs.)</p><p>Belt of Giant Strength [+4]-------------------------------------</p><p>Efficient Quiver (1,800 GP, 2 lbs., Can hold 60 Arrows and Bow(s). Weight stays at 2 lbs. )</p><p>Handy Haversack ( 2,000 GP, 5 lbs. )</p><p>Mstrwrk Artisan's Tools Weaponsmithing (55 GP, 5 lbs., stored in Haversack)</p><p>Mstrwrk Artisan's Tools Armorsmithing (55 GP, 5 lbs., stored in Haversack)</p><p>Mstrwrk Artisan's Tools Bowmaking (55 GP, 5 lbs., stored in Haversack)</p><p>Bedroll (1 SP, 5 lbs., stored in Haversack)</p><p>Blanket (2 SP, 1 lbs., stored in Haversack)</p><p>Winter Blanket (5 SP, 3 lbs., stored in Haversack)</p><p>Caltrops x3 (3 GP, 6 lbs., stored in Haversack side compartment 1)</p><p>Candle x4 (5 CP, 0 lbs., stored in Haversack side compartment 2)</p><p>partially cut candle (6/8)</p><p>Clothing: Explorer's Outfit (0 GP, 8 lbs., stored in Haversack)</p><p>Clothing: Cold Weather Outfit (8 GP, 7 lbs., stored in Haversack)</p><p>Clothing: Furs (12 GP, 5 lbs., stored in Haversack)</p><p>Clothing: Hot Weather Outift: (8 GP, 4 lbs., Worn)</p><p>Clothing: Footwear- Cleats (5 GP, 2 lbs., stored in Haversack)</p><p>Clothing: Footwear- Snowshoes (5 GP, 4 lbs., stored in Haversack)</p><p>Flint and Steel (1 GP, 0 lbs., stored in Haversack side compartment 1)</p><p>Fishing net (4 GP, 5 lbs., stored in Haversack)</p><p>Food: Rations x17 (10 GP, 20 lbs., stored in Haversack)</p><p>Grappling Hook (1 GP, 4 lbs., stored in Haversack)</p><p>Hammock (1 SP, 3 lbs.., stored in Haversack compartment 2)</p><p>Kit: Climber's (80 GP, 5 lbs., stored in Haversack)</p><p>Kit: Cooking (1 GP, 2 lbs., stored in Haversack side compartment 2)</p><p>Kit: Map Making (10 GP, 2 lbs., stored in Haversack side compartment 2)</p><p>Lamp Oil 1-pint flask x2 (2 SP, 2 lbs. )</p><p>Map Case x2 (2 GP, 1 lbs., stored in Haversack side compartment 2)</p><p>Parchment x30 (6 GP, 0 lbs., stored in Haversack side compartment 2)</p><p>Rope[silk] 50 ft. x2 (20 GP, 10 lbs., stored in Haversack side compartment 1)</p><p>Tent[medium] ( , 30lbs., horse)</p><p>Waterskin [full] x2 (2 GP, 4 lbs., stored in Haversack side compartment 1)</p><p>Wine (Bottle) x2 (Haversack compartment 2)</p><p>Game dice x3 (5 GP, in belt pouch)</p><p>Deck of Cards (1 GP, ½ lbs., stored in Haversack side compartment 2)</p><p></p><p></p><p>Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).</p><p></p><p>Other Class Features: Favored Enemy [Animal] (+2)</p><p>+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.</p><p></p><p>Favored Enemy [Magical Beast] (+4)</p><p>+4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.</p><p></p><p>Track (+3)</p><p>A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.</p><p></p><p>Wild Empathy (+7)</p><p>A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p></p><p>To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.</p><p></p><p>The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.</p><p></p><p>Favored Terrain: Forest (+2)</p><p>The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).</p><p></p><p>At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.</p><p></p><p>Hunter's Bond</p><p>This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (3). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.</p><p></p><p>Woodland Stride</p><p>Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.</p><p>Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.</p><p></p><p>Detect Psionics</p><p>All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.</p><p></p><p>Burst (Discipline Talent)</p><p>This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.</p><p></p><p>Detect Teleportation (Discipline Talent)</p><p>You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect.</p><p></p><p>Nomad's Step (Discipline Ability) [30 ft.]</p><p>At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.</p><p></p><p>Spellcasting Class: Ranger , Caster Level: 4, Concentration: +7 (+4 Caster Level, +3 Wis)</p><p>Spell Save DC: 10 + 3 + spell level (list ability here)</p><p>Spell Slots: 0 0-level, 2 1st-level, 1 2nd-level, 0 3rd-level, 0 4th-level,</p><p>0 5th-level, 0 6th-level, 0 7th-level, 0 8th-level, 0 9th-level</p><p>Prepared Spells: Defoliate, Entangle, Hide Campsite</p><p>Spells Known: All Ranger Level 1, 2</p><p></p><p>Manifesting Class: Psion(Nomad) , Manifester Level: 5 , Concentration: +7 (+5 Manifester Level, +2 Int)</p><p>Power Points / Maximum: 33 / 33 [+ Int bonus x psion level * .5 + 2 (wild talent) +1 Favored Class], Power Save DC: 10 + 2 + level (list ability here)</p><p>Powers Known:</p><p>Catfall</p><p>Defy Gravity</p><p>Force Screen</p><p>Inertial Armor</p><p>Mind Thrust</p><p>Bolt</p><p>Sustenance</p><p>Know Direction & Location</p><p>Cloud Mind</p><p>Energy Stun</p><p>Cleanse Body</p><p></p><p>Appearance:</p><p>Metaxo is an Ophiduan, muscular and lean. Tall by human standards but average for Ophiduans. His scaly skin is a very dark shade of green and his slitted eyes are a vibrant yellow as typical for his race.</p><p></p><p>Background/Personality:</p><p>Metaxo grew up on the south side of the Rhivian continent. Driven by the Ophiduan need to constantly better himself and prove his worth, Metaxo looked to the wide world around him for the endless challenges it contains. He's crossed the continent from Zanjinhon to Vanderheim, from the frozen north lands to the torrid south. He hones his skills in the wilderness and learns from the different civilizations of Rhivia, all in the pursuit of personal excellence. The only place he's avoided is Rhivalius, but he has plans to delve into the haunted ruins when he has the skills and weapons necessary to battle the specters and spirits that call that cursed place their home. To earn some extra income, he dabbles in cartography and carrying trade goods. He has mapped out much of Rhivia and has gained some acclaim as a wilderness guide for travelers or merchants which has lead to his being sought out for the expedition into Azagan. Metaxo's motivation is personal excellence. He is not trying to save the world per se, so much as he wants to overcome the challenge that the otherworldly scourge represents.</p><p></p><p>Notes:</p><p></p><p>Attacks:</p><p>Longsword(+1) +12[14] melee for 1d8+3[5] damage (19-20/x2 critical, reach 0 ft.)</p><p></p><p>Cold Iron Morningstar(+1) +12[14] melee for 1d8+3[5] damage (20/x2 critical, reach 0 ft.)</p><p></p><p>Greataxe(+1) +12[14] melee for 1d12+3[7] damage (20/x3 critical, reach 0 ft.)</p><p></p><p>Masterwork Composite Longbow +13[14 Point Blank] ranged for 1d8+[3]{+1 Point Blank}{+1 Psionic Shot} damage (20/x3 critical, increment 110 ft.)</p><p></p><p>Bardiche (+1 Psionic) +12[14] melee for 1d10+3[7] damage (19/20 x2 Brace, Reach 10ft)</p><p></p><p>vvvvvv-- clarification needed --vvvvvv</p><p>Serpent’s Bite +14 for 3d8+6 damage</p><p>^^^^^^-- clarification needed --^^^^^^</p><p></p><p>Unarmed strike +2[4] melee for 1d3+2[4] damage (20/x2 critical, reach 0 ft.)</p></blockquote><p></p>
[QUOTE="Metaxo, post: 6162456, member: 6703850"] Here's Metaxo's level 12 sheet. I noted down at the bottom where it's listed that I'm not really sure how serpent's bite attack and damage is calculated. The description of natural attacks as is leaves it a little ambiguous. Also, for the favored class bonus I took the skill point. Character Name: Metaxo Race: Ophiduan , Alignment: Lawful Neutral , Patron Deity: Haliyane Class Levels: Ranger 7 / Psion (Nomad) 5 Character Level: 12 , XP: 147,130 , Next Level: 210,000 total Age: 23 yrs., Height: 6 ft. 2 in., Weight: 126 lbs., Male/Female: M Eyes: Yellow , Hair: None , Skin: Very Dark Green Languages: Common; Ophiduan; Rhivian; Dejarim; Zanji; Draconic; Nakaali Strength 14[18] (+2[+4]), Dexterity 16 (+3), Constitution 14 (+2) Intelligence 15 (+2), Wisdom 17 (+3), Charisma 9 (-1) HP / Maximum: 80 / 80 , Nonlethal: 0 , DR: 0/X , SR: 0 AC: 22{23}[24] (+3 Dex, +1 dodge, +0 size, +7 armor, {+1 shield}, +1 natural, [+1 Psionic Dodge while maintaining Psionic Focus]) Touch AC: 14[15 Psionic Dodge] , Flat-Footed AC: 18 Fortitude +9 (5+1 +1(Resilient) +2(Con) ) , Reflex +8 (5+1 +2(Dex) ) , Will 9 (2+4 +3(Wis) ) , Initiative +3, Hero Points: 1 Base Attack Bonus: 9/4 (7+2) Melee: +11[+13]/+6[+5] (+9/+4 BAB, +2[+4 Str, +0 size) Ranged: +12/+7 (+9/+4 BAB, +3 Dex, +0 size) Combat Maneuver Bonus: +11[13] (+9 BAB, +2[+4] Str, +0 size) Combat Maneuver Defense: 23[25] (+9 BAB, +2[+4] Str, +2 Dex, +0 size) Favored Class: Ranger (+2 HP, +4 skill ranks, +1 power points) Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft. Type (Subtype): Humanoid (Reptilian) Racial Ability Score Adjustments: +2 Dexterity , +2 Wisdom , -2 Charisma Other Racial Qualities: Humanoid (Reptilian) Other Racial Qualities: # Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC. # Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat. # Serpent’s Bite (Ps)(3d8): Once per day, an ophiduan can alter his jaws, gaining a bite attack that deals 1d8 points of damage, plus an extra 1d8 points of damage per five character levels beyond 1st. This effect lasts for 1 minute. The manifester level is equal to the ophiduan’s level. # Darkvision: Ophiduans can see in the dark up to 60 feet. See Vision and Light. # Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison. # Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. # Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one. # Languages: Ophiduans begin play speaking Common and Ophiduan. Ophiduans with high Intelligence scores can choose can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin. Advanced Traits: Desert Child (+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects); Resilient (+1 trait bonus on Fortitude saves) Feats: Wild Talent Point Blank Shot Rapid Metabolism Endurance Psionic Shot Dodge Psionic Dodge Quick Draw Psionic Meditation Fell Shot Deadly Aim (-3 to attack, +6 to damage) Precise Shot Skills:(80 points) Acrobatics: +4 (2 rank, +2 Dex) Autohypnosis: +11 (5 ranks, +3 Wis, +3 class) Climb: +8 (2 ranks, +2[+3] STR, +3 class) Craft(Weaponsmithing): +6 (1 ranks, +2 Int, +3 class) Craft(Armorsmithing): +6 (1 ranks, +2 Int, +3 class) Craft(Bowmaking): +6 (1 ranks, +2 Int, +3 class) Fly: +6 (1 ranks, +2 Dex, +3 class) Handle Animal*: +3 (1 ranks, -1 Cha, +3 class) Heal: +8 (2 ranks, +3 Wis, +3 class) Intimidate: +3 (1 ranks, -1 Cha, +3 class) Know(Arcana): +9 (4 ranks, +2 Int, +3 class) Know(Dungeoneering): +6 (1 ranks, +2 Int, +3 class) Know(Engineering)*: +0 (0 ranks, +2 Int) Know(Geography): +8 (3 ranks, +2 Int, +3 class) Know(History)*: +0 (0 ranks, +2 Int) Know(Local)*: +8 (3 ranks, +2 Int, +3 class) Know(Nature): +9 (4 ranks, +2 Int, +3 class) Know(Nobility)*: +0 (0 ranks, +2 Int) Know(Planes)*: +8 (3 ranks, +2 Int, +3 class) Know(Psionics): +8 (3 ranks, +2 Int, +3 class) Know(Religion): +7 (2 ranks, +2 Int, +3 class) Linguistics: +5 (3 ranks, +2 Int) Perception: +15 (9 ranks, +3 Wis, +3 class) Profession(Merchant)*: +7 (1 ranks, +3 Wis, +3 class) Psicraft: +12 (7 ranks, +2 Int, +3 class) Ride*: +6 (1 ranks, +2 Dex, +3 class) Spellcraft: +10 (5 ranks, +2 Int, +3 class) Stealth: +18 (8 ranks, +2 Dex, +3 class, +5 Cloak of Elvenkind) Survival: +10 (5 ranks, +3 Wis, +3 class) Swim: +7 (1 ranks, +2[+3] STR, +3 class) Platinum Pieces: 8, Gold Pieces: 1230, Silver Pieces: 707 Hezak: 1, Copper Pieces: 1353, Red Garnets: 3, Load: 69 lbs., Light: 58[76] lbs., Medium: 116[153] lbs., Heavy: 175[230] lbs. Maximum Load: 175[230] lbs., Push/Pull: 875[1150] lbs. Armor: Mithril Agile Breastplate +1 (4,400 GP, 12.5 lbs., AC +7, Max. Dex. Bonus: 5, AC Check Penalty: 1) Mithril Light Steel Quickdraw Shield ( 59 GP, 3.5 lbs., AC +1 ) Weapons: Longsword +1 ( 315 GP, 4 lbs., Dmg: 1d8, Crit: 19-20/x2) Scabbard of Vigor Cold Iron Morningstar +1 ( 612 GP, 8 lbs, Dmg: 1d8, Crit: x2) Masterwork Composite Longbow (Rating 3)( 700 GP, 3 lbs, Dmg: 1d8, Crit: x3) Greataxe +1 (magic)(2,320 GP, 12lbs., Dmg: 1d12, Crit: x3) Bardiche +1 (psionic)(2,313 GP, 14lbs., Dmg: 1d10, Crit: 19-20x2) Ammo: 32 Arrows ( 2 GP 5 SP, 9 lbs, stored in Efficient Quiver ) 10 Cold Iron Arrows ( 50 CP, 9 lbs, stored in Efficient Quiver ) Gear: Ring of Sustenance Cloak of Elvenkind (+5 to Stealth) 2 Baregara Horns Psionic Tattoo of Natural Healing (healing 15 HP when 'tapped' as a standard action provokes aoo) Oil of Magic Weapon x2 Potion of water breathing (750 GP, 0 lbs.) Belt of Giant Strength [+2] ( 4,000 GP, 1 lbs.) Belt of Giant Strength [+4]------------------------------------- Efficient Quiver (1,800 GP, 2 lbs., Can hold 60 Arrows and Bow(s). Weight stays at 2 lbs. ) Handy Haversack ( 2,000 GP, 5 lbs. ) Mstrwrk Artisan's Tools Weaponsmithing (55 GP, 5 lbs., stored in Haversack) Mstrwrk Artisan's Tools Armorsmithing (55 GP, 5 lbs., stored in Haversack) Mstrwrk Artisan's Tools Bowmaking (55 GP, 5 lbs., stored in Haversack) Bedroll (1 SP, 5 lbs., stored in Haversack) Blanket (2 SP, 1 lbs., stored in Haversack) Winter Blanket (5 SP, 3 lbs., stored in Haversack) Caltrops x3 (3 GP, 6 lbs., stored in Haversack side compartment 1) Candle x4 (5 CP, 0 lbs., stored in Haversack side compartment 2) partially cut candle (6/8) Clothing: Explorer's Outfit (0 GP, 8 lbs., stored in Haversack) Clothing: Cold Weather Outfit (8 GP, 7 lbs., stored in Haversack) Clothing: Furs (12 GP, 5 lbs., stored in Haversack) Clothing: Hot Weather Outift: (8 GP, 4 lbs., Worn) Clothing: Footwear- Cleats (5 GP, 2 lbs., stored in Haversack) Clothing: Footwear- Snowshoes (5 GP, 4 lbs., stored in Haversack) Flint and Steel (1 GP, 0 lbs., stored in Haversack side compartment 1) Fishing net (4 GP, 5 lbs., stored in Haversack) Food: Rations x17 (10 GP, 20 lbs., stored in Haversack) Grappling Hook (1 GP, 4 lbs., stored in Haversack) Hammock (1 SP, 3 lbs.., stored in Haversack compartment 2) Kit: Climber's (80 GP, 5 lbs., stored in Haversack) Kit: Cooking (1 GP, 2 lbs., stored in Haversack side compartment 2) Kit: Map Making (10 GP, 2 lbs., stored in Haversack side compartment 2) Lamp Oil 1-pint flask x2 (2 SP, 2 lbs. ) Map Case x2 (2 GP, 1 lbs., stored in Haversack side compartment 2) Parchment x30 (6 GP, 0 lbs., stored in Haversack side compartment 2) Rope[silk] 50 ft. x2 (20 GP, 10 lbs., stored in Haversack side compartment 1) Tent[medium] ( , 30lbs., horse) Waterskin [full] x2 (2 GP, 4 lbs., stored in Haversack side compartment 1) Wine (Bottle) x2 (Haversack compartment 2) Game dice x3 (5 GP, in belt pouch) Deck of Cards (1 GP, ½ lbs., stored in Haversack side compartment 2) Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Other Class Features: Favored Enemy [Animal] (+2) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Favored Enemy [Magical Beast] (+4) +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Track (+3) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (+7) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Favored Terrain: Forest (+2) The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. Hunter's Bond This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (3). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. Woodland Stride Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Detect Psionics All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented. Burst (Discipline Talent) This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed. Detect Teleportation (Discipline Talent) You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect. Nomad's Step (Discipline Ability) [30 ft.] At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter. Spellcasting Class: Ranger , Caster Level: 4, Concentration: +7 (+4 Caster Level, +3 Wis) Spell Save DC: 10 + 3 + spell level (list ability here) Spell Slots: 0 0-level, 2 1st-level, 1 2nd-level, 0 3rd-level, 0 4th-level, 0 5th-level, 0 6th-level, 0 7th-level, 0 8th-level, 0 9th-level Prepared Spells: Defoliate, Entangle, Hide Campsite Spells Known: All Ranger Level 1, 2 Manifesting Class: Psion(Nomad) , Manifester Level: 5 , Concentration: +7 (+5 Manifester Level, +2 Int) Power Points / Maximum: 33 / 33 [+ Int bonus x psion level * .5 + 2 (wild talent) +1 Favored Class], Power Save DC: 10 + 2 + level (list ability here) Powers Known: Catfall Defy Gravity Force Screen Inertial Armor Mind Thrust Bolt Sustenance Know Direction & Location Cloud Mind Energy Stun Cleanse Body Appearance: Metaxo is an Ophiduan, muscular and lean. Tall by human standards but average for Ophiduans. His scaly skin is a very dark shade of green and his slitted eyes are a vibrant yellow as typical for his race. Background/Personality: Metaxo grew up on the south side of the Rhivian continent. Driven by the Ophiduan need to constantly better himself and prove his worth, Metaxo looked to the wide world around him for the endless challenges it contains. He's crossed the continent from Zanjinhon to Vanderheim, from the frozen north lands to the torrid south. He hones his skills in the wilderness and learns from the different civilizations of Rhivia, all in the pursuit of personal excellence. The only place he's avoided is Rhivalius, but he has plans to delve into the haunted ruins when he has the skills and weapons necessary to battle the specters and spirits that call that cursed place their home. To earn some extra income, he dabbles in cartography and carrying trade goods. He has mapped out much of Rhivia and has gained some acclaim as a wilderness guide for travelers or merchants which has lead to his being sought out for the expedition into Azagan. Metaxo's motivation is personal excellence. He is not trying to save the world per se, so much as he wants to overcome the challenge that the otherworldly scourge represents. Notes: Attacks: Longsword(+1) +12[14] melee for 1d8+3[5] damage (19-20/x2 critical, reach 0 ft.) Cold Iron Morningstar(+1) +12[14] melee for 1d8+3[5] damage (20/x2 critical, reach 0 ft.) Greataxe(+1) +12[14] melee for 1d12+3[7] damage (20/x3 critical, reach 0 ft.) Masterwork Composite Longbow +13[14 Point Blank] ranged for 1d8+[3]{+1 Point Blank}{+1 Psionic Shot} damage (20/x3 critical, increment 110 ft.) Bardiche (+1 Psionic) +12[14] melee for 1d10+3[7] damage (19/20 x2 Brace, Reach 10ft) vvvvvv-- clarification needed --vvvvvv Serpent’s Bite +14 for 3d8+6 damage ^^^^^^-- clarification needed --^^^^^^ Unarmed strike +2[4] melee for 1d3+2[4] damage (20/x2 critical, reach 0 ft.) [/QUOTE]
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