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Psion's Return to the Tomb of Horrors - Characters
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<blockquote data-quote="Nightbreeze" data-source="post: 3242919" data-attributes="member: 46755"><p>Work in progress</p><p></p><p>Waiting for approval</p><p></p><p></p><p>Here is my second character</p><p></p><p>[CODE][B]Name:[/B] Doorgath Erebrim</p><p>[B]Class:[/B] [i]Druid 14[/i]</p><p>[B]Race:[/B] Dwarf</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Neutral Good</p><p>[B]Deity:[/B] Eliwyn</p><p></p><p>[B]Str:[/B] 12 +1 [B]Char Level:[/B] 14 [B]XP:[/B] </p><p>[B]Dex:[/B] 11 +0 [B]BAB:[/B] +10 [B]HP:[/B] 109 (14d8+42)</p><p>[B]Con:[/B] 16 +3 [B]Grapple:[/B] +11 [B]Dmg Red:[/B]</p><p>[B]Int:[/B] 15 +2 [B]Speed:[/B] 20' [B]Spell Res:[/B]</p><p>[B]Wis:[/B] 26 +8 [B]Init:[/B] +0 [B]Spell Save:[/B]</p><p>[B]Cha:[/B] 10 +0 [B]ACP:[/B] -0 [B]Spell Fail:[/B]</p><p>[/code]</p><p>[sblock=Ability generation]</p><p><em>Heroic Array, 3 points to wisdom, middle aged (-1physical stats, +1 mental stats), dwarf -2 cha, +2 con, +2 tome of wisdom</em></p><p>[/sblock]</p><p>[code]</p><p> [B]Base Armor Misc Total[/B]</p><p>[B]Armor:[/B] 10 5 5 20</p><p>[B]Touch:[/B] 10 [B]Flatfooted:[/B] 20</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 9 +3 +6 +18</p><p>[B]Ref:[/B] 4 +0 +6 +10</p><p>[B]Will:[/B] 9 +7 +6 +22</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p></p><p>[/CODE]</p><p>[sblock=Languages]</p><p>Dwarven</p><p>Common</p><p>Druidic</p><p>Sylvan</p><p></p><p>Auran</p><p>Ignan</p><p>Terran</p><p>Aquan</p><p>[/sblock]</p><p></p><p>[sblock=Abilities]</p><p>Animal companion</p><p>Nature sense</p><p>Wild empathy</p><p>Woodland stride</p><p>Trackless step</p><p>Resist Nature's lure</p><p>Venom immunity</p><p></p><p>Wild shape 5/day >>> Tiny, Large, Plant</p><p>[/sblock]</p><p></p><p>[sblock=Animal Companion]</p><p>Dire bear - Reisha</p><p></p><p>Share Spells</p><p>Link</p><p>[/sblock]</p><p></p><p>[sblock=Feats]</p><p>1)Spell Focus: Conjuration</p><p>3)Augment Summoning</p><p>6)Natural Spell</p><p>9)Ashbound [sblock] Views arcane magic as a vile twist of the natural order. summoning spells have doubled duration and summoning creatures get a +3 luck bonus to attacks[/sblock]</p><p>12)Augment Elemental [sblock] Summoned Elementals get +2 to hit, +2 to damage, buons hit points equal to thier hit dice.[/sblock]</p><p>[/sblock]</p><p></p><p>[sblock=Spells]</p><p>Class: Druid</p><p>Caster Level: 14</p><p>DC: 18+SpellLevel , 19+SpellLevel for Conjurations</p><p></p><p>[sblock=Level 0]</p><p>+Create Water</p><p>+Light</p><p>+Detect Magic</p><p>+Detect Poison</p><p>+Guidance</p><p>+Purify Food and Drink</p><p>[/sblock]</p><p></p><p>[sblock=Level 1]</p><p>+Enrage Animal [SC]</p><p>+Climb Walls [SC]</p><p>+Remove Scent [SC]</p><p>+Charm Animal</p><p>+Entangle</p><p>+Speak with animals</p><p>-Longstrider</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Level 2]</p><p>+Nature's Favor [SC]</p><p>+Body of the Sun [SC]</p><p>+Spider Climb</p><p>+Owl's Wisdom</p><p>+Bear's Endurance</p><p>+Restoration, Lesser</p><p>+Barkskin</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Level 3]</p><p>+Align Fang, Mass [SC]</p><p>+Lion's Charge [SC]</p><p>+Resist Energy, Mass [SC]</p><p>+Magic Fang, Greater</p><p>+Speak with Plants</p><p>+Magic Fang, Greater</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Level 4]</p><p>-Dispel Magic</p><p>+Freedom of Movement</p><p>+Contingent Energy Resistance [SC]</p><p>+Enhance Wild Shape [SC]</p><p>+Flame Strike</p><p>+Superior Magic Fang [SC]</p><p>[/sblock]</p><p></p><p>[sblock=Level 5]</p><p>+Quill Blast [SC]</p><p>+Owl's Insight [SC]</p><p>+Rejuvenation Cocoon [SC]</p><p>-Baleful Polymorph</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Level 6]</p><p>-Resistance, Superior [SC]</p><p>+Aspect of the Earth Hunter [SC]</p><p>+Bite of the Werebear [SC]</p><p>+Fire Seeds</p><p>[/sblock]</p><p></p><p>[sblock=Level 7]</p><p>+Sunbeam [SC]</p><p>-Aura of Vitality [SC]</p><p>+True Seeing</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p></p><p><strong>Skill Points:</strong> 102 <strong>Max Ranks:</strong> 17/8</p><p>[sblock=Skills]</p><p>[code]</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Concentration 17 +3 +20</p><p>Knowledge(nature) 17 +2 +19</p><p>Knowledge(planes) 4(8) +2 +6</p><p>Spot 17 +7 +24</p><p>Listen 17 +7 +24</p><p>Diplomacy 17 +0 +17</p><p>Speak Languages 4(8)</p><p>Heal 1 +8 +9</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=Equipment]</p><p>[code]</p><p>[B]Equipment: Cost Weight[/B]</p><p>Periapt of Wisdom +6 36000gp</p><p>Tome of understanding +2 (used) 55000gp</p><p>Bag of Holding IV 10000gp</p><p>Rope of Stone(C. Adventurer) 2800gp</p><p>Handy Haversack 2500gp</p><p>Spool of Endless Rope 2000gp</p><p>Set of Elixirs (hiding, sneaking, swimming, vision) 1000gp</p><p>Dust of Dryness 850gp</p><p>Sovereign Glue 2400gp</p><p>Universal Solvent x4 200gp</p><p>Druid's Vestment 10000gp</p><p>Decanter of endless water 9000gp</p><p>Dragonhide Breastplate +5 of Beast Shape 25700gp</p><p>Diamond Dust 15000gp</p><p> </p><p></p><p></p><p>[I]Spellstaff with Windwalk[/I]</p><p></p><p>[B]Money:[/B]290pp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 43 86 130 260 420</p><p>[/code]</p><p>[/sblock]</p><p></p><p><strong>Age:</strong> 151</p><p><strong>Height:</strong> 4'2"</p><p><strong>Weight:</strong> 140lb</p><p><strong>Eyes:</strong> Brown</p><p><strong>Hair:</strong> Blond</p><p></p><p></p><p>[sblock=Appearance]</p><p>Doorgath is a strong dwarf with a green mantle and a dragonhide armor. He doesn't seem to have any weapon, but right behind him walks a massive and ferocius-looking dire bear. That's a good weapon.</p><p>The druid has a long blonde beard and hair, while his eyes are brown. </p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>Doorgath was born more than 150 years ago in the deep caverns of his mountain clan. His childhood was happy, but then his clan was entirely wiped away by an assoult of drows. The assault was leaded by a spellcaster.</p><p>He barely escaped and found shelter in a little clan of dwarfves that lived very deep in the mountains, in a underground forest of plants. He grew thinking that arcane magic is foul and unnatural an when he was 40 years old he went out in the world, seeking his answers and trying to defend the weak</p><p>[/sblock]</p><p></p><p>[sblock=Personality]</p><p>Doorgath is good and very diplomatic...when he wants and with those he wants. He dislikes arcane spellcasters, but he can grudgingly agree to work with them against more powerful ore evil arcane spellcasters. Otherwise, he is a fine guy...maybe a little bit too...dwarvish...</p><p>[/sblock]</p><p></p><p>[sblock=Quick and Ready]</p><p>[sblock=WildShape stats]</p><p>[sblock=Dire bear]</p><p>Doorgath</p><p>Large Humanoid</p><p>Hit Dice: 14d8+42 (109)</p><p>Initiative: +1</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 27 (–1 size, +1 Dex, +7 natural, +10 armor), touch 10, flat-footed 26</p><p>Base Attack/Grapple: +10/+24</p><p>Attack: Claw +20 melee (2d4+10)</p><p>Full Attack: 2 claws melee (2d4+10) and bite melee (2d8+5)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Improved grab</p><p>Special Qualities:</p><p>Saves: Fort +19, Ref +11, Will +23</p><p>Abilities: Str 31, Dex 13, Con 19, Int 15, Wis 26, Cha 10</p><p>Skills: same as before except for physical-related skills (i have none with ranks)</p><p>Feats: same as before</p><p></p><p>Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p>[/sblock]</p><p></p><p>[sblock=Dire bear fully buffed crazyness]</p><p>Buffs= </p><p>Bite of the Werebear (1r/lvl, +16enh str, +2enh dex, +8enh con, +7enh nat. ac, blind-fight, power attack, multiattack for claws)</p><p>Superior Magic Fang (1r/lvl, +3 enh to attack and damage rolls)</p><p>Nature's Favor (1min, +3 luck to attack and damage rolls)</p><p></p><p></p><p>Doorgath</p><p>Large Humanoid</p><p>Hit Dice: 14d8+98 (164)</p><p>Initiative: +1</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 35 (–1 size, +2 Dex, +14 natural, +10 armor), touch 10, flat-footed 26</p><p>Base Attack/Grapple: +10/+32</p><p>Attack: Claw +34 melee (2d4+24)</p><p>Full Attack: 2 claws melee +32 (2d4+24) and bite +29 melee (2d8+15)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Improved grab</p><p>Special Qualities:</p><p>Saves: Fort +23, Ref +12, Will +23</p><p>Abilities: Str 47, Dex 15, Con 27, Int 15, Wis 26, Cha 10</p><p>Skills: same as before except for physical-related skills (i have none with ranks)</p><p>Feats: same as before + Power Attack</p><p></p><p>Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p>[sblock=summons]</p><p>[sblock=Dire Bear]</p><p>Hit Dice: 12d8+51 <span style="color: SlateGray">(129hp)</span></p><p>Initiative: +1</p><p>Speed: 40 ft. (8 squares)</p><p><span style="color: SlateGray">Armor Class: 17</span> (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16</p><p>Base Attack/<span style="color: SlateGray">Grapple</span>: +9/+<span style="color: SlateGray">25</span></p><p><span style="color: SlateGray">Attack: Claw +24 melee (2d4+12)</span></p><p><span style="color: SlateGray">Full Attack: 2 claws +24 melee (2d4+12) and bite +15 melee (2d8+7)</span></p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Low-light vision, scent</p><p><span style="color: SlateGray">Saves: Fort +14, Ref +9, Will +9</span></p><p>Abilities: Str 35, Dex 13, Con 23, Int 2, Wis 12, Cha 10</p><p>Skills: Listen +10, Spot +10, Swim +13</p><p>Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)</p><p>[/sblock]</p><p>[sblock=Rhinocerous]</p><p>Hit Dice: 8d8+40 <span style="color: SlateGray">(92 hp)</span></p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p><span style="color: SlateGray">Armor Class: 16</span>(–1 size, +7 natural), touch 9, flat-footed 16</p><p>Base Attack/Grapple: +6/+20</p><p><span style="color: SlateGray">Attack: Gore +18 melee (2d6+14)</span></p><p>Full Attack: Gore +18 melee (2d6+14)</p><p>Space/Reach: 10 ft./5 ft.</p><p><span style="color: SlateGray">Special Attacks: Powerful charge</span></p><p>Special Qualities: Low-light vision</p><p><span style="color: SlateGray">Saves: Fort +13, Ref +6, Will +3</span></p><p>Abilities: Str 30, Dex 10, Con 25, Int 2, Wis 13, Cha 2</p><p>Skills: Listen +14, Spot +3</p><p>Feats: Alertness, Endurance, Improved Natural Attack (gore)</p><p></p><p><span style="color: SlateGray">Powerful Charge (Ex): A rhinoceros deals 4d6+28 points of damage when it makes a charge</span>.</p><p>[/sblock]</p><p>[sblock=Storm elementals]</p><p>[sblock=Large Storm Elemental]</p><p>Hit Dice: 8d8+32<span style="color: SlateGray">(100 hp)</span></p><p>Initiative:+4</p><p>Speed:40 ft. (8 squares), fly 80 ft. (perfect)</p><p><span style="color: SlateGray">Armor Class:16 </span> (–1 size, +7 natural),touch 9, flat-footed 16</p><p>Base Attack/Grapple:+6/+18</p><p><span style="color: SlateGray">Attack: Slam +18 melee(1d8+10 plus 1d8 electricity)</span></p><p><span style="color: SlateGray">Full Attack:2 slams +18 melee(1d8+10 plus 1d8 electricity)</span>Space/Reach:10 ft./10 ft.</p><p>Special Attacks:Shock, Thunder and lightning</p><p>Special Qualities:Air mastery, <span style="color: SlateGray">damage reduction 5/–</span>,darkvision 60 ft., <span style="color: SlateGray">electrical and sonic healing</span>, elemental traits</p><p><span style="color: SlateGray">Saves:Fort +8, Ref +6, Will +2</span></p><p>Abilities:Str 26, Dex 11, Con 22, Int 6, Wis 11, Cha 11</p><p>Skills:Listen +7, Spot +8</p><p>Feats:Alertness, Blind-Fight, Improved Initiative</p><p></p><p>Air Mastery (Ex): Airborne creatures take a –1 penalty</p><p>on attack and damage rolls against a storm elemental.</p><p></p><p><span style="color: SlateGray">Shock </span> (Su): Once per round as a free action, a storm</p><p>elemental can deliver an electrical shock to a single opponent</p><p>within 10 feet. This attack deals nonlethal electricity</p><p>damage to living opponents (Fortitude half). The save DC is</p><p>Constitution-based. >>>>>>>>>> <span style="color: SlateGray">Fortitude DC 20, damage 4d4</span></p><p></p><p><span style="color: SlateGray">Thunder and Lightning </span> (Su): Once per minute as a fullround</p><p>action, a storm elemental can emit a blast of thunder</p><p>coupled with a bolt of lightning.</p><p>The thunder deals sonic damage (see chart) to all creatures</p><p>within 60 feet of the storm elemental. A Fortitude</p><p>save halves this damage.</p><p>The lightning is a 120-foot-long line that deals electricity</p><p>damage (see table). A Reflex save halves this damage.</p><p>The save DCs are Constitution-based.</p><p><span style="color: SlateGray">Save DC 20, 4d6 Sonic Damage, 8d6 Electricity Damage</span></p><p></p><p>Electrical and Sonic Healing (Ex): Storm elementals</p><p>take no damage from electricity and sonic attacks. Instead,</p><p>any electricity attack (such as shocking grasp or lightning bolt)</p><p>or sonic attack (such as sound burst) used against a storm elemental</p><p>heals 1 point of damage for every 3 points of damage</p><p>the attack would otherwise deal. The storm elemental can’t</p><p>heal hit points by attacking itself</p><p>[/sblock]</p><p>[sblock=Huge Storm Elemental]</p><p>Hit Dice: 16d8+96 <span style="color: SlateGray">(232hp)</span></p><p>Initiative: +3</p><p>Speed:50 ft. (10 squares), fly 100 ft. (perfect)</p><p>Armor Class:17 (–2 size, –1 Dex, +10 natural),touch 7, fl at-footed 17</p><p>Base Attack/Grapple:+12/+30</p><p><span style="color: SlateGray">Attack: Slam +27 melee (2d6+14 plus 2d6 electricity)</span></p><p><span style="color: SlateGray">Full Attack:2 slams +27 melee (2d6+14 plus 2d6 electricity)</span></p><p>Space/Reach:15 ft./15 ft.</p><p>Special Attacks:Shock, thunder and lightning</p><p>Special Qualities:Air mastery, <span style="color: SlateGray">damage reduction 5/–</span>,darkvision 60 ft., electrical and sonic healing, elemental traits</p><p><span style="color: SlateGray">Saves:Fort +13, Ref +11, Will +5</span></p><p>Abilities:Str 34, Dex 9, Con 26,Int 6, Wis 11, Cha 11</p><p>Skills:Listen +11, Spot +12</p><p>Feats:Alertness, Blind-Fight,<span style="color: SlateGray">Cleave</span>, Improved Initiative,<span style="color: SlateGray">Lightning Reflexes, Power Attack</span></p><p></p><p>Air Mastery (Ex): Airborne creatures take a –1 penalty</p><p>on attack and damage rolls against a storm elemental.</p><p></p><p>Shock (Su): Once per round as a free action, a storm</p><p>elemental can deliver an electrical shock to a single opponent</p><p>within 10 feet. This attack deals nonlethal electricity</p><p>damage to living opponents (Fortitude half). The save DC is</p><p>Constitution-based. >>>>>>>>>> <span style="color: SlateGray">Fortitude DC 26, damage 8d4</span></p><p></p><p>Thunder and Lightning (Su): Once per minute as a fullround</p><p>action, a storm elemental can emit a blast of thunder</p><p>coupled with a bolt of lightning.</p><p>The thunder deals sonic damage (see chart) to all creatures</p><p>within 60 feet of the storm elemental. A Fortitude</p><p>save halves this damage.</p><p>The lightning is a 120-foot-long line that deals electricity</p><p>damage (see table). A Reflex save halves this damage.</p><p>The save DCs are Constitution-based.</p><p><span style="color: SlateGray">Save DC 26, 8d6 Sonic Damage, 16d6 Electricity Damage</span></p><p></p><p>Electrical and Sonic Healing (Ex): Storm elementals</p><p>take no damage from electricity and sonic attacks. Instead,</p><p>any electricity attack (such as shocking grasp or lightning bolt)</p><p>or sonic attack (such as sound burst) used against a storm elemental</p><p>heals 1 point of damage for every 3 points of damage</p><p>the attack would otherwise deal. The storm elemental can’t</p><p>heal hit points by attacking itself</p><p>[/sblock]</p><p>[/sblock]</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nightbreeze, post: 3242919, member: 46755"] Work in progress Waiting for approval Here is my second character [CODE][B]Name:[/B] Doorgath Erebrim [B]Class:[/B] [i]Druid 14[/i] [B]Race:[/B] Dwarf [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Neutral Good [B]Deity:[/B] Eliwyn [B]Str:[/B] 12 +1 [B]Char Level:[/B] 14 [B]XP:[/B] [B]Dex:[/B] 11 +0 [B]BAB:[/B] +10 [B]HP:[/B] 109 (14d8+42) [B]Con:[/B] 16 +3 [B]Grapple:[/B] +11 [B]Dmg Red:[/B] [B]Int:[/B] 15 +2 [B]Speed:[/B] 20' [B]Spell Res:[/B] [B]Wis:[/B] 26 +8 [B]Init:[/B] +0 [B]Spell Save:[/B] [B]Cha:[/B] 10 +0 [B]ACP:[/B] -0 [B]Spell Fail:[/B] [/code] [sblock=Ability generation] [i]Heroic Array, 3 points to wisdom, middle aged (-1physical stats, +1 mental stats), dwarf -2 cha, +2 con, +2 tome of wisdom[/i] [/sblock] [code] [B]Base Armor Misc Total[/B] [B]Armor:[/B] 10 5 5 20 [B]Touch:[/B] 10 [B]Flatfooted:[/B] 20 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 9 +3 +6 +18 [B]Ref:[/B] 4 +0 +6 +10 [B]Will:[/B] 9 +7 +6 +22 [B]Weapon Attack Damage Critical[/B] [/CODE] [sblock=Languages] Dwarven Common Druidic Sylvan Auran Ignan Terran Aquan [/sblock] [sblock=Abilities] Animal companion Nature sense Wild empathy Woodland stride Trackless step Resist Nature's lure Venom immunity Wild shape 5/day >>> Tiny, Large, Plant [/sblock] [sblock=Animal Companion] Dire bear - Reisha Share Spells Link [/sblock] [sblock=Feats] 1)Spell Focus: Conjuration 3)Augment Summoning 6)Natural Spell 9)Ashbound [sblock] Views arcane magic as a vile twist of the natural order. summoning spells have doubled duration and summoning creatures get a +3 luck bonus to attacks[/sblock] 12)Augment Elemental [sblock] Summoned Elementals get +2 to hit, +2 to damage, buons hit points equal to thier hit dice.[/sblock] [/sblock] [sblock=Spells] Class: Druid Caster Level: 14 DC: 18+SpellLevel , 19+SpellLevel for Conjurations [sblock=Level 0] +Create Water +Light +Detect Magic +Detect Poison +Guidance +Purify Food and Drink [/sblock] [sblock=Level 1] +Enrage Animal [SC] +Climb Walls [SC] +Remove Scent [SC] +Charm Animal +Entangle +Speak with animals -Longstrider [/sblock] [sblock=Level 2] +Nature's Favor [SC] +Body of the Sun [SC] +Spider Climb +Owl's Wisdom +Bear's Endurance +Restoration, Lesser +Barkskin [/sblock] [sblock=Level 3] +Align Fang, Mass [SC] +Lion's Charge [SC] +Resist Energy, Mass [SC] +Magic Fang, Greater +Speak with Plants +Magic Fang, Greater [/sblock] [sblock=Level 4] -Dispel Magic +Freedom of Movement +Contingent Energy Resistance [SC] +Enhance Wild Shape [SC] +Flame Strike +Superior Magic Fang [SC] [/sblock] [sblock=Level 5] +Quill Blast [SC] +Owl's Insight [SC] +Rejuvenation Cocoon [SC] -Baleful Polymorph [/sblock] [sblock=Level 6] -Resistance, Superior [SC] +Aspect of the Earth Hunter [SC] +Bite of the Werebear [SC] +Fire Seeds [/sblock] [sblock=Level 7] +Sunbeam [SC] -Aura of Vitality [SC] +True Seeing [/sblock] [/sblock] [B]Skill Points:[/B] 102 [B]Max Ranks:[/B] 17/8 [sblock=Skills] [code] [B]Skills Ranks Mod Misc Total[/B] Concentration 17 +3 +20 Knowledge(nature) 17 +2 +19 Knowledge(planes) 4(8) +2 +6 Spot 17 +7 +24 Listen 17 +7 +24 Diplomacy 17 +0 +17 Speak Languages 4(8) Heal 1 +8 +9 [/code] [/sblock] [sblock=Equipment] [code] [B]Equipment: Cost Weight[/B] Periapt of Wisdom +6 36000gp Tome of understanding +2 (used) 55000gp Bag of Holding IV 10000gp Rope of Stone(C. Adventurer) 2800gp Handy Haversack 2500gp Spool of Endless Rope 2000gp Set of Elixirs (hiding, sneaking, swimming, vision) 1000gp Dust of Dryness 850gp Sovereign Glue 2400gp Universal Solvent x4 200gp Druid's Vestment 10000gp Decanter of endless water 9000gp Dragonhide Breastplate +5 of Beast Shape 25700gp Diamond Dust 15000gp [I]Spellstaff with Windwalk[/I] [B]Money:[/B]290pp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 43 86 130 260 420 [/code] [/sblock] [B]Age:[/B] 151 [B]Height:[/B] 4'2" [B]Weight:[/B] 140lb [B]Eyes:[/B] Brown [B]Hair:[/B] Blond [sblock=Appearance] Doorgath is a strong dwarf with a green mantle and a dragonhide armor. He doesn't seem to have any weapon, but right behind him walks a massive and ferocius-looking dire bear. That's a good weapon. The druid has a long blonde beard and hair, while his eyes are brown. [/sblock] [sblock=Background] Doorgath was born more than 150 years ago in the deep caverns of his mountain clan. His childhood was happy, but then his clan was entirely wiped away by an assoult of drows. The assault was leaded by a spellcaster. He barely escaped and found shelter in a little clan of dwarfves that lived very deep in the mountains, in a underground forest of plants. He grew thinking that arcane magic is foul and unnatural an when he was 40 years old he went out in the world, seeking his answers and trying to defend the weak [/sblock] [sblock=Personality] Doorgath is good and very diplomatic...when he wants and with those he wants. He dislikes arcane spellcasters, but he can grudgingly agree to work with them against more powerful ore evil arcane spellcasters. Otherwise, he is a fine guy...maybe a little bit too...dwarvish... [/sblock] [sblock=Quick and Ready] [sblock=WildShape stats] [sblock=Dire bear] Doorgath Large Humanoid Hit Dice: 14d8+42 (109) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 27 (–1 size, +1 Dex, +7 natural, +10 armor), touch 10, flat-footed 26 Base Attack/Grapple: +10/+24 Attack: Claw +20 melee (2d4+10) Full Attack: 2 claws melee (2d4+10) and bite melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Saves: Fort +19, Ref +11, Will +23 Abilities: Str 31, Dex 13, Con 19, Int 15, Wis 26, Cha 10 Skills: same as before except for physical-related skills (i have none with ranks) Feats: same as before Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [/sblock] [sblock=Dire bear fully buffed crazyness] Buffs= Bite of the Werebear (1r/lvl, +16enh str, +2enh dex, +8enh con, +7enh nat. ac, blind-fight, power attack, multiattack for claws) Superior Magic Fang (1r/lvl, +3 enh to attack and damage rolls) Nature's Favor (1min, +3 luck to attack and damage rolls) Doorgath Large Humanoid Hit Dice: 14d8+98 (164) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 35 (–1 size, +2 Dex, +14 natural, +10 armor), touch 10, flat-footed 26 Base Attack/Grapple: +10/+32 Attack: Claw +34 melee (2d4+24) Full Attack: 2 claws melee +32 (2d4+24) and bite +29 melee (2d8+15) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Saves: Fort +23, Ref +12, Will +23 Abilities: Str 47, Dex 15, Con 27, Int 15, Wis 26, Cha 10 Skills: same as before except for physical-related skills (i have none with ranks) Feats: same as before + Power Attack Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [/sblock] [/sblock] [sblock=summons] [sblock=Dire Bear] Hit Dice: 12d8+51 [COLOR=SlateGray](129hp)[/COLOR] Initiative: +1 Speed: 40 ft. (8 squares) [COLOR=SlateGray]Armor Class: 17[/COLOR] (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/[COLOR=SlateGray]Grapple[/COLOR]: +9/+[COLOR=SlateGray]25[/COLOR] [COLOR=SlateGray]Attack: Claw +24 melee (2d4+12) Full Attack: 2 claws +24 melee (2d4+12) and bite +15 melee (2d8+7)[/COLOR] Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent [COLOR=SlateGray]Saves: Fort +14, Ref +9, Will +9[/COLOR] Abilities: Str 35, Dex 13, Con 23, Int 2, Wis 12, Cha 10 Skills: Listen +10, Spot +10, Swim +13 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw) [/sblock] [sblock=Rhinocerous] Hit Dice: 8d8+40 [COLOR=SlateGray](92 hp)[/COLOR] Initiative: +0 Speed: 30 ft. (6 squares) [COLOR=SlateGray]Armor Class: 16[/COLOR](–1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+20 [COLOR=SlateGray]Attack: Gore +18 melee (2d6+14)[/COLOR] Full Attack: Gore +18 melee (2d6+14) Space/Reach: 10 ft./5 ft. [COLOR=SlateGray]Special Attacks: Powerful charge[/COLOR] Special Qualities: Low-light vision [COLOR=SlateGray]Saves: Fort +13, Ref +6, Will +3[/COLOR] Abilities: Str 30, Dex 10, Con 25, Int 2, Wis 13, Cha 2 Skills: Listen +14, Spot +3 Feats: Alertness, Endurance, Improved Natural Attack (gore) [COLOR=SlateGray]Powerful Charge (Ex): A rhinoceros deals 4d6+28 points of damage when it makes a charge[/COLOR]. [/sblock] [sblock=Storm elementals] [sblock=Large Storm Elemental] Hit Dice: 8d8+32[COLOR=SlateGray](100 hp)[/COLOR] Initiative:+4 Speed:40 ft. (8 squares), fly 80 ft. (perfect) [COLOR=SlateGray]Armor Class:16 [/COLOR] (–1 size, +7 natural),touch 9, flat-footed 16 Base Attack/Grapple:+6/+18 [COLOR=SlateGray]Attack: Slam +18 melee(1d8+10 plus 1d8 electricity) Full Attack:2 slams +18 melee(1d8+10 plus 1d8 electricity)[/COLOR]Space/Reach:10 ft./10 ft. Special Attacks:Shock, Thunder and lightning Special Qualities:Air mastery, [COLOR=SlateGray]damage reduction 5/–[/COLOR],darkvision 60 ft., [COLOR=SlateGray]electrical and sonic healing[/COLOR], elemental traits [COLOR=SlateGray]Saves:Fort +8, Ref +6, Will +2[/COLOR] Abilities:Str 26, Dex 11, Con 22, Int 6, Wis 11, Cha 11 Skills:Listen +7, Spot +8 Feats:Alertness, Blind-Fight, Improved Initiative Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a storm elemental. [COLOR=SlateGray]Shock [/COLOR] (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is Constitution-based. >>>>>>>>>> [COLOR=SlateGray]Fortitude DC 20, damage 4d4[/COLOR] [COLOR=SlateGray]Thunder and Lightning [/COLOR] (Su): Once per minute as a fullround action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage (see chart) to all creatures within 60 feet of the storm elemental. A Fortitude save halves this damage. The lightning is a 120-foot-long line that deals electricity damage (see table). A Reflex save halves this damage. The save DCs are Constitution-based. [COLOR=SlateGray]Save DC 20, 4d6 Sonic Damage, 8d6 Electricity Damage[/COLOR] Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as sound burst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can’t heal hit points by attacking itself [/sblock] [sblock=Huge Storm Elemental] Hit Dice: 16d8+96 [COLOR=SlateGray](232hp)[/COLOR] Initiative: +3 Speed:50 ft. (10 squares), fly 100 ft. (perfect) Armor Class:17 (–2 size, –1 Dex, +10 natural),touch 7, fl at-footed 17 Base Attack/Grapple:+12/+30 [COLOR=SlateGray]Attack: Slam +27 melee (2d6+14 plus 2d6 electricity) Full Attack:2 slams +27 melee (2d6+14 plus 2d6 electricity)[/COLOR] Space/Reach:15 ft./15 ft. Special Attacks:Shock, thunder and lightning Special Qualities:Air mastery, [COLOR=SlateGray]damage reduction 5/–[/COLOR],darkvision 60 ft., electrical and sonic healing, elemental traits [COLOR=SlateGray]Saves:Fort +13, Ref +11, Will +5[/COLOR] Abilities:Str 34, Dex 9, Con 26,Int 6, Wis 11, Cha 11 Skills:Listen +11, Spot +12 Feats:Alertness, Blind-Fight,[COLOR=SlateGray]Cleave[/COLOR], Improved Initiative,[COLOR=SlateGray]Lightning Reflexes, Power Attack[/COLOR] Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a storm elemental. Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is Constitution-based. >>>>>>>>>> [COLOR=SlateGray]Fortitude DC 26, damage 8d4[/COLOR] Thunder and Lightning (Su): Once per minute as a fullround action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage (see chart) to all creatures within 60 feet of the storm elemental. A Fortitude save halves this damage. The lightning is a 120-foot-long line that deals electricity damage (see table). A Reflex save halves this damage. The save DCs are Constitution-based. [COLOR=SlateGray]Save DC 26, 8d6 Sonic Damage, 16d6 Electricity Damage[/COLOR] Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as sound burst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can’t heal hit points by attacking itself [/sblock] [/sblock] [/sblock] [/sblock] [/QUOTE]
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