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Rogues Gallery for Shilsen's Saturday Story Hour
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<blockquote data-quote="shilsen" data-source="post: 6729373" data-attributes="member: 198"><p>KORM'AKHAN AT 20TH:</p><p></p><p>Male orc Druidic Berserker8/Hexer10/Swordsage2; medium humanoid (orc); 10d8+10d6+100; 240 hp; Init +4; 40 ft; AC 44 (+3 Dex +9 Wis +10 armor +6 deflection +6 natural), touch 28, flatfooted 41; BAB/Grp +17/+25; Jovar +30 melee (2d6+17/15-20) [+32 (2d6+17/15-20 +2d6 vs. aberrations)] and bite +24 (1d6+9 plus 1d6 Con poison, DC 25); F +20, R +17, W +30 (+2 vs. aberrations and outsiders); N; Str 20 (+5), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 22 (+6), Cha 6 (-2) [Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) w. permanent enhancements]</p><p></p><p>Special (as Storm Giant using Shapechange): Str 45 (+17), Dex 20 (+5), Con 29 (+9), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) [includes permanent enhancements]; 320 hp; AC 56 (-2 size, +5 Dex +9 Wis +10 armor +6 deflection +18 natural), touch 28, flatfooted 51; BAB/Grp +17/+42; Jovar +38 (4d6+30/15-20) [or +40 (4d6+30/15-20 +2d6 vs. aberrations]; F +24, R +19, W +30 (+2 vs. aberrations and outsiders); freedom of movement, immune to electricity, spell-like abilities</p><p></p><p>Languages: Common, Orc, Druid, Draconic, Giant, Goblin, Daelkyr</p><p></p><p>Skills (132 pts): Climb +8 (+8 Str), Concentration +27 (17 ranks +5 Con +5 competence), Intimidate +14 (7 ranks +2 racial +5 competence), Jump +18 (6 ranks +8 Str +4 speed), Knowledge (arcana) +7 (5 ranks +2 Int), Knowledge (nature) +5 (3 ranks +2 Int), Knowledge (the planes) +3 (1 rank +2 Int), Listen +19 (11 ranks +8 Wis), Profession (chef) +12 (4 ranks +8 Wis), Ride +10 (8 ranks +2 Dex), Speak Language (3 ranks/6 skill pts), Spellcraft +10 (6 ranks +2 Int +2 synergy), Spot +24 (16 ranks +8 Wis), Survival +19 (11 ranks +8 Wis), Tumble +28 (21 ranks +2 Dex +5 competence) plus 10 ranks</p><p></p><p>When Raging (lasts 12 rds): Str 34 (+12), Con 28 (+9); 320 hp; AC 42, touch 26, flatfooted 39; BAB/Grp +17/+29; Jovar +34 melee (2d6+23/15-20) and bite +28 (1d6+11 plus 1d6 Con poison, DC 29); Fort +24 [If not using Mind Blank, has Fort +28, R +21, W +34] </p><p></p><p>Feats (7 Normal, 1 from swordsage, 1 for tradeoff): Ability Focus (Hex), Empower Spell, Exotic Weapon Proficiency (Jovar), Improved Critical (Jovar), Power Attack, Quicken Spell, Stunning Fist (4/day, DC 28), Swift Hex, W. Focus</p><p></p><p>SA/Q: Aspect of Aberrations (formerly Nature) 3/day, darkvision 60', fast movement, rage 2/day, resist unnatural lure (+2 to save vs. aberrations & outsiders), hex 5/day (hex, sicken, fear, sleep; charm; DC 27), bonus spells (Contingency, Greater Blink, Horrid Wilting + 2), discipline focus (W. Focus), AC bonus, quick to act +1</p><p></p><p>Hex (Su): Swift action, 10 rounds, 30’, DC 31, Hex (Will; -4 to attacks, saves, & checks), Sicken hex (Fort; 1/2 speed, lose Dex to AC, -2 to attack), Fear hex (Will; Panicked if fail save, or shaken for 1 round), Sleep hex (Will; asleep if fail save), Charm hex (Will; Charm Monster)</p><p></p><p>Equipment (free): Meteoric Sword, Amulet of Centering, Handy Haversack</p><p></p><p>Equipment (150k): Heavy Fortification Greater Blurring Darkleaf Breastplate +1 (66.5k), Healing enhancement on armor (8k), Vampire Torc (5k), Belt of the Wide Earth (8k), Steadfast Boots (1.4k), Cord of Favor (3k, arms slot),</p><p>Dispelling Cord (1k, torso), Cloak of Predatory Vigor (1.4k), Gloves of Fortunate Striking (2k), Headband of Conscious Effort (2k), Third Eye Penetrate (8k), Ring of Greater Counterspells (16k), Ring of Counterspells (4k), Bead of Karma (20k), Lesser Crystal of Arrow Deflection (2.5k), Least Crystal of Return (0.3k)</p><p></p><p>Free Maneuvers:</p><p>Adamantine Hurricane: Attack all adjacent foes (up to 4). Roll damage once.</p><p>Ancient Mountain Hammer: +12d6 damage and ignores DR and hardness.</p><p>Finishing Move: +4d6 damage. +6d6 if target is injured, +14d6 if less than half HP.</p><p>Iron Heart Focus: Immediate. Reroll a save you just failed. </p><p>Lightning Recovery: Immediate. Reroll an attack you just missed, with a +2 bonus. </p><p>Rabid Wolf Strike: +4 to attack and +6d6 damage, but -4 to AC for 1 round.</p><p></p><p>Swordsage stances:</p><p>Giant Killing Style: +2 attack and +4 damage against larger foes.</p><p>Child of Shadow (Su): If move 10’, gain concealment until start of next turn. </p><p></p><p>Swordsage Maneuvers (4 readied):</p><p>Bloodletting Strike: Attack also deals 4 Constitution damage (fortitude half DC 24).</p><p>Bonesplitting Strike: Attack also deals 2 Constitution damage (no save).</p><p>Cloak of Deception (Su): Swift. Greater Invisibility until the end of your turn.</p><p>Elder Mountain Hammer: Attack deals +6d6 damage and ignores DR and hardness.</p><p>Mighty Throw: Trip w/ +4 bonus, with no AOO or counter-trip. Throw target 10’</p><p>Mountain Avalanche: Full. Move up to double your speed and trample creatures of your size or smaller for 2d6+16 damage (reflex half DC 23). When raging, 2d6+22, DC 27.</p><p>Shadow Stride (Su): Move. Teleport 50’ within line of sight and line of effect. </p><p></p><p>SPELLS PER DAY (DC 19 + spell lvl); 15/8/7/7/7/6/6/5/5/4 (situationally useful spells in brackets)</p><p>0 (12): Create Water x2, Dawn, Detect Magic x3, Light, Know Direction, Mending, Purify Food & Drink x2, Read Magic + 1 more</p><p>1st (7): Cure Light Wounds, Faerie Fire x2, Longstrider, Pass Without Trace, Speak w/ Animals, Wood Wose (Endure Elements, Entangle)</p><p>2nd (7): Barkskin, Healing Sting x2, Lesser Restoration x2, Resist Energy, + 1 more</p><p>3rd (7): Blindsight, Cure Moderate Wounds, Greater Mage Armor, Greater Magic Fang, Protection from Energy + 2 more (Plant Growth, Poison)</p><p>4th (6): Arc of Lightning x2, Flame Strike x2, Freedom of Movement + 1 more (Scrying)</p><p>5th (5): Assay Resistance, Death Ward, Panacea, Phantom Stag, Rejuvenation Cocoon (Commune with Nature, Stoneskin)</p><p>6th (4): Greater Heroism, Greater Dispel Magic x2, Mass CLW (Dinosaur Stampede, Transport via Plants)</p><p>7th (4): Heal x3, Master Earth</p><p>8th (3): Horrid Wilting x2, Mind Blank</p><p>9th (2):</p><p>+1 spell in a Spellstaff (Master Earth)</p><p></p><p>Non-core druid spells known:</p><p>0th: Dawn</p><p>1st: Lesser Vigor, Protection from Evil, Wood Wose</p><p>2nd: Healing Sting, Kelpstrand, Zone of Natural Purity (Eberron)</p><p>3rd: Blindsight, Dimensional Anchor, Girallon’s Blessing, Lion’s Charge</p><p>4th: Arc of Lightning, Dimensional Anchor, Renewed Vigor (PHB2), Sheltered Vitality</p><p>5th: Greater Blink, Panacea, Phantom Stag, Rejuvenation Cocoon</p><p>6th: Dimensional Lock, Dinosaur Stampede, Fires of Purity</p><p>7th: Brilliant Blade</p><p>8th: Brilliant Aura, Mind Blank</p><p>9th: Tsunami</p><p></p><p>Special:</p><p>Permanent Enhancements: +6 enhancement bonuses to all stats, +6 resistance bonus to saves, +6 deflection bonus to AC, +6 enhancement bonus to natural AC, fast healing 5 (activates immediately when injured), +5 enhancement bonus to all attacks, +5 enhancement bonus to all worn armor, resistance 15 to all energy types, maximum hit points on all hit dice</p><p></p><p>Jovar – Nature’s Fury: Korm’s sword now is a Binding Bloodstone Greater Dispelling Aberration-Fiercebane Jovar +1, which also allows use of Whirling Blade 2/day. The sword also has three unique abilities now: (1) As long as Korm is wielding it, when he rages he gains the Mighty Rage ability (+8 to Str & Con when raging, and +4 morale bonus to saves); (2) When Korm strikes an aberration or outsider with it, 2/day (as a swift action) he can affect it with Nature’s Grasp, causing roots to appear beneath it (the target must be on the ground) and wind around its feet. The target must make a DC 25 Will save or be unable to move from the spot for 1d6 rounds. If it has magical transportation abilities, it must make a save (whether it succeeded on the first one or not) for each ability or lose access to it for 1d6 rds; (3) When Korm strikes an aberration or outsider with it, 2/day (as a swift action) he can affect it with Nature’s Wrath, causing it to take 10d6 damage and be dazed for 1 round (a DC 25 Fort save halves the damage and negates the daze).</p><p></p><p>Amulet of Centering. This circular starmetal amulet is forged in an ornate design reminiscent of Mayan stone calendars. It is on a heavy starmetal chain, each link a highly stylized animal. It helps its wearer focus his mind, body, and spirit, bestowing +5 competence bonuses to Concentration and Intimidate. Also, once per encounter, the user can activate it as a swift action to gain the benefit of the Roots of the Forest. His legs take on a bark-like texture and hue, and he gains a +10 bonus on checks to resist bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an enemy’s grapple attempt. Any creature moving through his threatened space or the area he occupies takes a -10 to Tumble checks. He also gains DR 2/-. The benefit of the Roots ends if he moves more than 5 ft for any reason, such as from being bull rushed, affected by telekinesis, etc. (Cost: 5000 for Roots of the Forest, 3750 for Concentration, 3750 for Intimidate; total – 12,500 gp)</p><p></p><p>Gatekeeper Druid Berserker Custom Class</p><p>HD: As druid</p><p>Saves: As druid</p><p>Skills: As druid (add Intimidate & Knowledge (Planes); drop Diplomacy)</p><p>Armor & weapon proficiency: As druid </p><p>Spellcasting: As druid, but no spontaneous summoning</p><p>Animal companion: No</p><p></p><p>Wildshape: Use the Aspects of Nature rules from UA (pg. 67), with following modifications. Agility and Vigor aspects provide a +4 bonus to Dex (Agility) and to Str (Vigor) and no negative. Aquatic, Scent, Speed, Tooth and Claw last 1 hr/lvl. Other aspects last 10 mins/lvl. </p><p></p><p>Special abilities: Druid - Nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure; Barbarian - Rage (usable 2/day at 5th, 3/day at 10th, etc.), fast movement [note: Korm trades out all druid special abilities for 1 feat and for Resist Unnatural Lure ability, which gives a +2 to saves vs. Sp and Su abilities of aberrations and outsiders]</p></blockquote><p></p>
[QUOTE="shilsen, post: 6729373, member: 198"] KORM'AKHAN AT 20TH: Male orc Druidic Berserker8/Hexer10/Swordsage2; medium humanoid (orc); 10d8+10d6+100; 240 hp; Init +4; 40 ft; AC 44 (+3 Dex +9 Wis +10 armor +6 deflection +6 natural), touch 28, flatfooted 41; BAB/Grp +17/+25; Jovar +30 melee (2d6+17/15-20) [+32 (2d6+17/15-20 +2d6 vs. aberrations)] and bite +24 (1d6+9 plus 1d6 Con poison, DC 25); F +20, R +17, W +30 (+2 vs. aberrations and outsiders); N; Str 20 (+5), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 22 (+6), Cha 6 (-2) [Str 26 (+8), Dex 16 (+3), Con 20 (+5), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) w. permanent enhancements] Special (as Storm Giant using Shapechange): Str 45 (+17), Dex 20 (+5), Con 29 (+9), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) [includes permanent enhancements]; 320 hp; AC 56 (-2 size, +5 Dex +9 Wis +10 armor +6 deflection +18 natural), touch 28, flatfooted 51; BAB/Grp +17/+42; Jovar +38 (4d6+30/15-20) [or +40 (4d6+30/15-20 +2d6 vs. aberrations]; F +24, R +19, W +30 (+2 vs. aberrations and outsiders); freedom of movement, immune to electricity, spell-like abilities Languages: Common, Orc, Druid, Draconic, Giant, Goblin, Daelkyr Skills (132 pts): Climb +8 (+8 Str), Concentration +27 (17 ranks +5 Con +5 competence), Intimidate +14 (7 ranks +2 racial +5 competence), Jump +18 (6 ranks +8 Str +4 speed), Knowledge (arcana) +7 (5 ranks +2 Int), Knowledge (nature) +5 (3 ranks +2 Int), Knowledge (the planes) +3 (1 rank +2 Int), Listen +19 (11 ranks +8 Wis), Profession (chef) +12 (4 ranks +8 Wis), Ride +10 (8 ranks +2 Dex), Speak Language (3 ranks/6 skill pts), Spellcraft +10 (6 ranks +2 Int +2 synergy), Spot +24 (16 ranks +8 Wis), Survival +19 (11 ranks +8 Wis), Tumble +28 (21 ranks +2 Dex +5 competence) plus 10 ranks When Raging (lasts 12 rds): Str 34 (+12), Con 28 (+9); 320 hp; AC 42, touch 26, flatfooted 39; BAB/Grp +17/+29; Jovar +34 melee (2d6+23/15-20) and bite +28 (1d6+11 plus 1d6 Con poison, DC 29); Fort +24 [If not using Mind Blank, has Fort +28, R +21, W +34] Feats (7 Normal, 1 from swordsage, 1 for tradeoff): Ability Focus (Hex), Empower Spell, Exotic Weapon Proficiency (Jovar), Improved Critical (Jovar), Power Attack, Quicken Spell, Stunning Fist (4/day, DC 28), Swift Hex, W. Focus SA/Q: Aspect of Aberrations (formerly Nature) 3/day, darkvision 60', fast movement, rage 2/day, resist unnatural lure (+2 to save vs. aberrations & outsiders), hex 5/day (hex, sicken, fear, sleep; charm; DC 27), bonus spells (Contingency, Greater Blink, Horrid Wilting + 2), discipline focus (W. Focus), AC bonus, quick to act +1 Hex (Su): Swift action, 10 rounds, 30’, DC 31, Hex (Will; -4 to attacks, saves, & checks), Sicken hex (Fort; 1/2 speed, lose Dex to AC, -2 to attack), Fear hex (Will; Panicked if fail save, or shaken for 1 round), Sleep hex (Will; asleep if fail save), Charm hex (Will; Charm Monster) Equipment (free): Meteoric Sword, Amulet of Centering, Handy Haversack Equipment (150k): Heavy Fortification Greater Blurring Darkleaf Breastplate +1 (66.5k), Healing enhancement on armor (8k), Vampire Torc (5k), Belt of the Wide Earth (8k), Steadfast Boots (1.4k), Cord of Favor (3k, arms slot), Dispelling Cord (1k, torso), Cloak of Predatory Vigor (1.4k), Gloves of Fortunate Striking (2k), Headband of Conscious Effort (2k), Third Eye Penetrate (8k), Ring of Greater Counterspells (16k), Ring of Counterspells (4k), Bead of Karma (20k), Lesser Crystal of Arrow Deflection (2.5k), Least Crystal of Return (0.3k) Free Maneuvers: Adamantine Hurricane: Attack all adjacent foes (up to 4). Roll damage once. Ancient Mountain Hammer: +12d6 damage and ignores DR and hardness. Finishing Move: +4d6 damage. +6d6 if target is injured, +14d6 if less than half HP. Iron Heart Focus: Immediate. Reroll a save you just failed. Lightning Recovery: Immediate. Reroll an attack you just missed, with a +2 bonus. Rabid Wolf Strike: +4 to attack and +6d6 damage, but -4 to AC for 1 round. Swordsage stances: Giant Killing Style: +2 attack and +4 damage against larger foes. Child of Shadow (Su): If move 10’, gain concealment until start of next turn. Swordsage Maneuvers (4 readied): Bloodletting Strike: Attack also deals 4 Constitution damage (fortitude half DC 24). Bonesplitting Strike: Attack also deals 2 Constitution damage (no save). Cloak of Deception (Su): Swift. Greater Invisibility until the end of your turn. Elder Mountain Hammer: Attack deals +6d6 damage and ignores DR and hardness. Mighty Throw: Trip w/ +4 bonus, with no AOO or counter-trip. Throw target 10’ Mountain Avalanche: Full. Move up to double your speed and trample creatures of your size or smaller for 2d6+16 damage (reflex half DC 23). When raging, 2d6+22, DC 27. Shadow Stride (Su): Move. Teleport 50’ within line of sight and line of effect. SPELLS PER DAY (DC 19 + spell lvl); 15/8/7/7/7/6/6/5/5/4 (situationally useful spells in brackets) 0 (12): Create Water x2, Dawn, Detect Magic x3, Light, Know Direction, Mending, Purify Food & Drink x2, Read Magic + 1 more 1st (7): Cure Light Wounds, Faerie Fire x2, Longstrider, Pass Without Trace, Speak w/ Animals, Wood Wose (Endure Elements, Entangle) 2nd (7): Barkskin, Healing Sting x2, Lesser Restoration x2, Resist Energy, + 1 more 3rd (7): Blindsight, Cure Moderate Wounds, Greater Mage Armor, Greater Magic Fang, Protection from Energy + 2 more (Plant Growth, Poison) 4th (6): Arc of Lightning x2, Flame Strike x2, Freedom of Movement + 1 more (Scrying) 5th (5): Assay Resistance, Death Ward, Panacea, Phantom Stag, Rejuvenation Cocoon (Commune with Nature, Stoneskin) 6th (4): Greater Heroism, Greater Dispel Magic x2, Mass CLW (Dinosaur Stampede, Transport via Plants) 7th (4): Heal x3, Master Earth 8th (3): Horrid Wilting x2, Mind Blank 9th (2): +1 spell in a Spellstaff (Master Earth) Non-core druid spells known: 0th: Dawn 1st: Lesser Vigor, Protection from Evil, Wood Wose 2nd: Healing Sting, Kelpstrand, Zone of Natural Purity (Eberron) 3rd: Blindsight, Dimensional Anchor, Girallon’s Blessing, Lion’s Charge 4th: Arc of Lightning, Dimensional Anchor, Renewed Vigor (PHB2), Sheltered Vitality 5th: Greater Blink, Panacea, Phantom Stag, Rejuvenation Cocoon 6th: Dimensional Lock, Dinosaur Stampede, Fires of Purity 7th: Brilliant Blade 8th: Brilliant Aura, Mind Blank 9th: Tsunami Special: Permanent Enhancements: +6 enhancement bonuses to all stats, +6 resistance bonus to saves, +6 deflection bonus to AC, +6 enhancement bonus to natural AC, fast healing 5 (activates immediately when injured), +5 enhancement bonus to all attacks, +5 enhancement bonus to all worn armor, resistance 15 to all energy types, maximum hit points on all hit dice Jovar – Nature’s Fury: Korm’s sword now is a Binding Bloodstone Greater Dispelling Aberration-Fiercebane Jovar +1, which also allows use of Whirling Blade 2/day. The sword also has three unique abilities now: (1) As long as Korm is wielding it, when he rages he gains the Mighty Rage ability (+8 to Str & Con when raging, and +4 morale bonus to saves); (2) When Korm strikes an aberration or outsider with it, 2/day (as a swift action) he can affect it with Nature’s Grasp, causing roots to appear beneath it (the target must be on the ground) and wind around its feet. The target must make a DC 25 Will save or be unable to move from the spot for 1d6 rounds. If it has magical transportation abilities, it must make a save (whether it succeeded on the first one or not) for each ability or lose access to it for 1d6 rds; (3) When Korm strikes an aberration or outsider with it, 2/day (as a swift action) he can affect it with Nature’s Wrath, causing it to take 10d6 damage and be dazed for 1 round (a DC 25 Fort save halves the damage and negates the daze). Amulet of Centering. This circular starmetal amulet is forged in an ornate design reminiscent of Mayan stone calendars. It is on a heavy starmetal chain, each link a highly stylized animal. It helps its wearer focus his mind, body, and spirit, bestowing +5 competence bonuses to Concentration and Intimidate. Also, once per encounter, the user can activate it as a swift action to gain the benefit of the Roots of the Forest. His legs take on a bark-like texture and hue, and he gains a +10 bonus on checks to resist bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an enemy’s grapple attempt. Any creature moving through his threatened space or the area he occupies takes a -10 to Tumble checks. He also gains DR 2/-. The benefit of the Roots ends if he moves more than 5 ft for any reason, such as from being bull rushed, affected by telekinesis, etc. (Cost: 5000 for Roots of the Forest, 3750 for Concentration, 3750 for Intimidate; total – 12,500 gp) Gatekeeper Druid Berserker Custom Class HD: As druid Saves: As druid Skills: As druid (add Intimidate & Knowledge (Planes); drop Diplomacy) Armor & weapon proficiency: As druid Spellcasting: As druid, but no spontaneous summoning Animal companion: No Wildshape: Use the Aspects of Nature rules from UA (pg. 67), with following modifications. Agility and Vigor aspects provide a +4 bonus to Dex (Agility) and to Str (Vigor) and no negative. Aquatic, Scent, Speed, Tooth and Claw last 1 hr/lvl. Other aspects last 10 mins/lvl. Special abilities: Druid - Nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure; Barbarian - Rage (usable 2/day at 5th, 3/day at 10th, etc.), fast movement [note: Korm trades out all druid special abilities for 1 feat and for Resist Unnatural Lure ability, which gives a +2 to saves vs. Sp and Su abilities of aberrations and outsiders] [/QUOTE]
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