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Ties that Bind - Silverymoon (Rogues Gallery)
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<blockquote data-quote="Shayuri" data-source="post: 2656492" data-attributes="member: 4936"><p><span style="font-size: 12px"><u><strong>Jonas Visage</strong></u></span></p><p>Male Human</p><p>Druid 5, Master of Many Forms 7 / Rogue 7, Warshaper 5</p><p>Neutral Good</p><p>Selune</p><p>5' 9", 156lbs, 29</p><p>Dark brown hair, Bright blue eyes, Fair skin; lightly freckled</p><p></p><p>Description: Jonas is a dark haired human in his late twenties/early thirties. His features have a decidedly boyish cast, despite the sprinkle of grey at his temples. His eyes are a sparkling shade of blue. He's tall, but with a wiry build that belies his strength and toughness. He tends to wear simple, common clothes, in shades of blue and green.</p><p></p><p><span style="font-family: 'Courier New'"><strong>Str 9</strong> (-1) (9 points)</span></p><p><span style="font-family: 'Courier New'"><strong>Dex 10</strong> (+?) (10 points)</span></p><p><span style="font-family: 'Courier New'"><strong>Con 12</strong> (+?) (12 points)</span></p><p><span style="font-family: 'Courier New'"><strong>Int 16</strong> (+?) (16 points)</span></p><p><span style="font-family: 'Courier New'"><strong>Wis 20</strong> (+?) (19 points, +1 levels)</span></p><p><span style="font-family: 'Courier New'"><strong>Cha 20</strong> (+?) (18 points, +2 levels)</span></p><p><em>Hit Points:</em> 8+(11x6)+12 = 86 (fixed)</p><p><em>AC:</em> 19, <em>Touch:</em> 15, <em>Flatfooted:</em> 19</p><p>(10 + 1 dex +1 luck +4 armor + 1 insight +3 deflection)</p><p><em>Initiative:</em> +0</p><p><em>BAB:</em> +9/+4, <em>Grapple:</em> +8</p><p><em>Speed:</em> 30 feet (base 30, light/medium/heavy load [?? of ?? lbs], light armor)</p><p></p><p><u><strong>Saves</strong></u> <ul> <li data-xf-list-type="ul"><em>Fort:</em> +12 (+8 class, +1 con, +3 resistance)</li> <li data-xf-list-type="ul"><em>Ref:</em> +10 (+7 class, +0 dex, +? feat, +3 resistance)</li> <li data-xf-list-type="ul"><em>Will:</em> +14 (+6 class, +5 wis, +3 resistance)</li> </ul><p></p><p>*Melee Attack: +9/+4 MW Cold Iron Scimitar 1d6-1</p><p>Ranged Attack: By Spell, Form, or none</p><p></p><p>* Attacks of forms taken will be listed in the statblock for each form.</p><p></p><p>Race Abilities</p><p>Bonus Feat</p><p>Bonus skill points</p><p></p><p>Class Abilities:</p><p>Druid</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>- Wildshape 8/day</p><p>Rogue</p><p>- Sneak Attack +4d6</p><p>- Trapfinding</p><p>- Evasion</p><p>- Trap Sense +2</p><p>- Uncanny Dodge</p><p>Master of Many Forms</p><p>- Shifter Speech (can speak in any form)</p><p>- Improved Wildshape (Tiny-Huge, humanoid/monstrous humanoid/giant/fey/vermin/aberration/plant)</p><p>- Fast Wildshape (wildshape as move action)</p><p>- Extraordinary Wildshape (retain Ex special qualities)</p><p>Warshaper</p><p>- Morphic Immunities (immune to stunning and critical hits)</p><p>- Morphic Weapons (increase natural weapons by one size category)</p><p>- Morphic Body (+4 Str and +4 Con when wildshaped)</p><p>- Morphic Reach (+5' to reach)</p><p>- Morphic Healing (Fast Healing 2, Concentration DC(damage) to regain 10HP, full round act)</p><p>- Multimorph (Can assuming multiple shapes per 5 hour 'use' of Wild Shape)</p><p></p><p>Skills: 120 Rogue + 40 Master of Many Forms</p><p>Bluff (Cha) +20 (15 ranks, +5 Cha)</p><p>Concentration (Con) +16 (15 ranks, +1 Con)</p><p>Diplomacy (Cha) +14 (5 ranks, +5 Cha, +2 bluff, +2 sense motive)</p><p>Disable Device (Int) +13 (8 ranks, +3 Int, +2 MW tools)</p><p>Disguise (Cha) +30 (15 ranks, +5 Cha, +10 shapechange)</p><p>Hide (Dex) +15 (15 ranks)</p><p>Knowledge: Nature (Int) +7 (1 ranks, +2 Int, +2 Nature Sense, +2 Survival)</p><p>Listen (Wis) +22 (15 ranks, +5 Wis, +2 Alertness)</p><p>Move Silently (Dex) +15 (15 ranks)</p><p>Open Lock (Dex) +15 (8 ranks, +2 MW tools, +5 ring)</p><p>Search (Int) +16 (8 ranks, +3 Int, +5 item)</p><p>Sense Motive (Wis) +15 (10 ranks, +5 Wis)</p><p>Speak Language 5 ranks (CC)</p><p>Spot (Wis) +22 (15 ranks, +5 Wis, +2 Alertness)</p><p>Survival (Wis) +14 (5 ranks, +5 Wis, +2 Knowledge: Nature, +2 Nature Sense)</p><p></p><p>Feats</p><p>Alertness</p><p>Luck of Heroes</p><p>Endurance</p><p>Eschew Materials</p><p>Natural Spell</p><p>Power Attack</p><p></p><p>Languages - Common, Druidic, Sylvan, Elvish, Dwarvish, Giant, Draconic, Orcish, Undercommon, Goblin</p><p></p><p>Spellcasting: DC 15+lvl</p><p></p><p>0 level spells</p><p>Create Water</p><p>Detect Magic</p><p>Guidence</p><p>Mending</p><p>Read Magic</p><p></p><p>1st level spells</p><p>Faerie Fire</p><p>Produce Fire</p><p>Longstrider</p><p>Cure Light Wounds x2</p><p></p><p>2nd level spells</p><p>Cat's Grace</p><p>Bull's Strength</p><p>Barkskin</p><p></p><p>3rd level spells</p><p>Protection from Energy</p><p>Greater Magic Fang</p><p></p><p>Money - 1620gp</p><p></p><p>Weapons -</p><p>Cold Iron MW Scimitar (+9, 1d6-1, 4lbs, 330)</p><p></p><p>Armour -</p><p>Leather +2 (AC +4, 25160gp, 15lbs, Wild)</p><p>Vestment of Many Styles (500) (Races of Eberron)</p><p></p><p>Gear -</p><p>Survival Pouch (5000) (Races of the Wild)</p><p>Cloak of the Mountebank (Note- Usually worn) (10080)</p><p>Cloak of Shelter (Only worn when about to use) (12000) (Arms & Equipment)</p><p>Handy Haversack (2000)</p><p>Masterwork Thief Tools (100)</p><p></p><p>Magic -</p><p>Pearl of Power, 3rd level (9000)</p><p>Dusty Rose Ioun Stone +1 insight AC (5000)</p><p>Amulet of Protection +3 (16000)</p><p>Ring of Mind Shielding (8000)</p><p>Ioun Stone of Resistance +3 (18000)</p><p>Tan Bag of Tricks (6300)</p><p>Goggles of Minute Seeing (1250)</p><p>Ring of Lockpicks (4500) (Complete Adventurer)</p><p></p><p>Background:</p><p></p><p>[sblock] Where to begin? My story has many beginnings, even if one reckons on birth being the ultimate start to life's affairs. I have been born, and reborn, until now rebirth is all I am. To start with a light-footed, light-fingered lad in the Dales seems somehow to...misdirect folk. For the I that is now has so little to do with that boy from so long ago.</p><p></p><p>But yes. I was born in the Dalelands, and lived there for some years. The fate of my parents is not known to me, for I was raised in an orphanage of Ilmater, alongside other children with overly pale skin, and dark shadows beneath their eyes. Children that had seen too much for their years. I feared them, despised them, and made a career of driving the Ilmatarians to distraction with my constant escapes and attempts to bring color into their lives through pails of water balanced atop doors, and a constant parade of large insects, snakes, and amphibians left to lurk in beds. This color was not appreciated, as much as I was tolerated...and eventually I could bear it no more, and left that dreary place. In my heart I thank them though, for they did care for me in their own way, and I have since come to know how rare that can be.</p><p></p><p>On my own, in the city, I was a thief who lived by quick hands, quick wits, and more often than anything, quick feet. I know now that I was, in fact, clumsy for a thief...I snapped many a lockpick, set off many a jangling alarm. It wasn't long at all before I was forced to flee, with both the law and the guild of thieves snapping at my heels. And there in the deep woods, where I had no knowledge of how to survive, came my salvation.</p><p></p><p>She was an elf, and with her pale, fragile looking skin and her icy white hair, she was more beautiful to my eyes than a princess in a tower. And, admittedly, about as attainable. A druid, and follower of Selune, she aided me at first in finding food and shelter. As I got more comfortable, she asked more questions, finally wringing out of me the story of my life up to that point. Then she offered to show me, another way. Forgive me for keeping her name from this narrative. We did not part on the best of terms, and I would spare her the humiliation of being known as my tutor.</p><p></p><p>Not long after I took up her service and instruction, my elf and I left the lonely forests of Coramanthor on the great trade road west. I learned many things from her of the natural world, but our partnership was ill-fated. We finally came upon the High Forest, where she wished to meet with some elves of the wood, druids like her. And...like me, I suppose it would be fair to say by then. Unfortuantely, we were accosted in the night...if by accosted one can be meant to say, beset upon by werewolves. Followers of Malar, the People of the Black Blood. She stood brave and confident...but I was terrified. Werewolves were a favorite topic for monster stories where I was from...they being so rare there. I had no silver. No spells that would slow them down to speak of. They charged then, and she was magnificent...for the first time I saw what nature's -fury- could accomplish. Lightning and fire ripped at them. The very earth rose up in towering shapes to pummel them. And when they reached her, she became a monstrous bear, and returned claw for claw, bite for bite. I was largely ignored until the end, when it became clear they could not win. The last stragglers, gravely wounded, rushed me, grabbed me, lifted me up as they fled...intent on taking me as a prize.</p><p></p><p>Lightning took them though, flashing out of a clear sky. As I crawled away from my captor's cooling corpse...or so I thought...a great pain flashed through my foot. I looked back to see a single red eye glaring at me, as a foaming muzzle worried and chomped at my foot. A moment later, the light in its eyes died...and so did it. I quickly cast my only healing spell over myself, sealing the wound. Thinking fast, I threw my torn shoe at the wolf, hitting it in the snout. When she found me, I told her I had thrown my show at it to distract it as I got away.</p><p></p><p>To this day, I'm not sure if I'm proud, or ashamed, to have lied so well.</p><p></p><p>Begging forgiveness, but I won't go into details of what happened next. This was another rebirth, of course...but a much darker one. I contracted lycanthropy from the bite, and knowing the danger, still told no one. The elves of the High Forest would have hunted me down like a beast, had not my patron intervened.</p><p></p><p>She found me, and used certain spells of Selune to force me to my human state. Then we went to an altar dedicated to the Moon Goddess, and she prevailed upon the priestess there to remove the curse from me. The heady freedom of shapechanging had already made its mark on me though, and I wept as they took it from me. I still remembered running farther, faster than I ever could have...the power of tooth and claw. The exquisite senses that made the night my home. And now it was gone.</p><p></p><p>Needless to say, my elf...my lovely elf...considered any responsibility she had towards me expiated by having saved me. And my attitude towards that saving, honestly, probably didn't help. I was cast from the High Forest, bereft of friend and ally. I nearly sought out the Malarites again, so deep was my sorrow...but Selune guided me to a different fate. I followed the moon at night, drawn by it as I imagined myself still a wolf. And in the trees I saw a great city, lit by magic. Silverymoon.</p><p></p><p>It was there that I found other druids, and resumed my studies. In time I mastered the druidic art of shapechanging...but still found it lacking. Druids carefully insulate the mind and spirit from the change, which ensures they never become beasts through and through, but also means that many of the aspects of the shape are blocked. I sensed in the teachings, that the traditional 'wild shape' technique was but the tip of an iceberg floating in the sea. That it could be used for so much MORE. I focused on it completely, and when finally I encountered obstacles to my searches, I drew on my past as a thief, and honed my skills in</p><p>those arts. I became a shadow on the wall...a flitting ghost in the druid groves. I found scrolls on tree bark of ancient lore...and I learned. Finally, I raided the Malarites themselves, where evil druids had long kept alive secrets of shapechanging lore that their civilized bretheren had buried or lost. By stealth and spell, I stole those secrets. I used them. And now...I am again reborn.</p><p></p><p>There are few constants in my new life. I remake myself as I please, when and where I please. But I always keep one eye on Selune's pale disc...for it was she who led me once from darkness back to light, like a great beacon on the shore. I have continued to live in and near Silverymoon, and have been a particular bane to the People of Black Blood who brood in the wildlands to the north. I have spied on them, even infiltrated them. Their secrets unerringly find their way to Alustriel's hands, and their bodies rot on the ground where I leave them.</p><p></p><p>Or did. Now she's gone, and while the city remains in good hands, I am wondering if perhaps it is time to move on. There's a great wide world out there, after all...and a great many things to become.[/sblock]</p><p></p><p>Favored Forms:</p><p></p><p>[sblock]Aboleth (water only)</p><p>Hit Points: 158</p><p>Initiative: +1 </p><p>Speed: 10 ft. (2 squares), swim 60 ft. </p><p>Armor Class: 25 (-2 size, +1 Dex, +4 armor, +7 natural, +1 luck, +1 insight, +3 deflection), touch 13</p><p>Base Attack/Grapple: +9/+25 </p><p>Attack: Tentacle +17 melee (1d8+10 plus slime) </p><p>Full Attack: 4 tentacles +17 melee (1d8+10 plus slime) </p><p>Reach: 15 ft. </p><p>Special Attacks: Slime DC21</p><p>Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud DC21</p><p>Saves: Fort +18, Ref +11, Will +14 </p><p>Abilities: Str 30, Dex 12, Con 24, Int 14, Wis 20, Cha 20 </p><p>Skills: Concentration +22, Swim +18</p><p>Feats: -</p><p></p><p>Chuul (tank form)</p><p>Hit Points: 146</p><p>Initiative: +3</p><p>Speed: 30 ft. (6 squares), swim 20 ft. </p><p>Armor Class: 31 (-1 size, +3 Dex, +10 natural, +4 armor, +1 luck, +1 insight, +3 deflect), touch 17</p><p>Base Attack/Grapple: +9/+18 </p><p>Attack: Claw +15 melee (3d6+7) </p><p>Full Attack: 2 claws +15 melee (3d6+7) </p><p>Space/Reach: 10 ft./10 ft. </p><p>Special Attacks: Constrict 3d6+7, improved grab, paralytic tentacles DC21</p><p>Special Qualities: Amphibious, darkvision 60 ft., immunity to poison </p><p>Saves: Fort +17, Ref +13, Will +14 </p><p>Abilities: Str 24, Dex 16, Con 22, Int 14, Wis 20, Cha 20 </p><p>Skills: Hide +14, Move Silently +18, Concentration +21, Swim +14</p><p>Feats: -</p><p></p><p>Dire Bear (tank form)</p><p>Hit Points: 146</p><p>Initiative: +1 </p><p>Speed: 40 ft. (8 squares) </p><p>Armor Class: 26 (-1 size, +1 Dex, +7 natural, +4 armor, +1 luck, +1 insight, +3 deflect), touch 15</p><p>Base Attack/Grapple: +9/+23 </p><p>Attack: Claw +20 melee (2d6+12) </p><p>Full Attack: 2 claws +20 melee (2d6+12) and bite +15 melee (3d8+6) </p><p>Space/Reach: 10 ft./10 ft. </p><p>Special Attacks: Improved grab </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +17, Ref +11, Will +14</p><p>Abilities: Str 35, Dex 13, Con 23, Int 14, Wis 20, Cha 20 </p><p>Skills: Concentration +21, Swim +12</p><p>Feats: -</p><p></p><p>Annis Hag (tank form), plus SR 19)</p><p>Hit Points: 122</p><p>Initiative: +1 </p><p>Speed: 40 ft. (8 squares) </p><p>Armor Class: 29 (-1 size, +1 Dex, +10 natural, +4 armor, +1 luck, 1 insight, +3 deflect), touch 15</p><p>Base Attack/Grapple: +9/+20 </p><p>Attack: Claw +17 melee (1d8+9) </p><p>Full Attack: 2 claws +17 melee (1d8+9) and bite +12 melee (1d8+4) </p><p>Space/Reach: 10 ft./15 ft. </p><p>Special Attacks: Improved grab, rake 1d6+7, rend 2d8+13</p><p>Special Qualities: Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19 </p><p>Saves: Fort +15, Ref +11, Will +14 </p><p>Abilities: Str 29, Dex 12, Con 18, Int 14, Wis 20, Cha 20 </p><p>Skills: Concentration +19, Swim +8</p><p>Feats: -</p><p></p><p>Troll (regenerating tank)</p><p>Hit Points: 170 </p><p>Initiative: +2 </p><p>Speed: 30 ft. (6 squares) </p><p>Armor Class: 25 (-1 size, +2 Dex, +5 natural, +4 armor, +1 luck, +1 insight, +3 deflect), touch 16</p><p>Base Attack/Grapple: +9/+19 </p><p>Attack: Claw +16 melee (1d8+8) </p><p>Full Attack: 2 claws +16 melee (1d8+8) and bite +11 melee (1d8+4) </p><p>Space/Reach: 10 ft./15 ft. </p><p>Special Attacks: Rend 2d8+12 </p><p>Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent </p><p>Saves: Fort +19, Ref +12, Will +14 </p><p>Abilities: Str 27, Dex 14, Con 27, Int 14, Wis 20, Cha 20 </p><p>Skills: Concentration +24, Swim +7</p><p></p><p>Tendriculous (renegerating plant tank)</p><p>Hit Points: 170 </p><p>Initiative: -1 </p><p>Speed: 20 ft. (4 squares) </p><p>Armor Class: 25 (-2 size, -1 Dex, +9 natural, +4 armor, +1 luck, +1 insight, +3 deflection), touch 12</p><p>Base Attack/Grapple: +9/+26 </p><p>Attack: Bite +18 melee (3d8+11)</p><p>Full Attack: Bite +18 melee (3d8+11) and 2 tendrils +13 melee (1d8+5) </p><p>Space/Reach: 15 ft./20 ft. </p><p>Special Attacks: Improved grab, paralysis DC22, swallow whole </p><p>Special Qualities: Low-light vision, plant traits, regeneration 10 </p><p>Saves: Fort +19, Ref +10, Will +14 </p><p>Abilities: Str 32, Dex 9, Con 26, Int 14, Wis 20, Cha 20 </p><p>Skills: +7 all Con, +12 all Str, -1 all Dex (-8 Hide)</p><p></p><p>Treant (plant tank/siege tower)</p><p>Hit Points: 158</p><p>Initiative: -1 </p><p>Speed: 30 ft. (6 squares) </p><p>Armor Class: 29 (-2 size, -1 Dex, +13 natural, +4 armor, +1 luck, +1 insight, +3 deflection), touch 12</p><p>Base Attack/Grapple: +9/+26 </p><p>Attack: Slam +18 melee (3d6+11) </p><p>Full Attack: 2 slams +18 melee (3d6+11) </p><p>Space/Reach: 15 ft./20 ft. </p><p>Special Attacks: Double damage against objects, trample 6d6+16 DC24 </p><p>Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire</p><p>Saves: Fort +18, Ref +10, Will +14 </p><p>Abilities: Str 33, Dex 8, Con 25, Int 14, Wis 20, Cha 20 </p><p>Skills: +6 all Con, -1 all Dex, +12 all Str (-8 Hide, +16 Hide in forested areas)</p><p></p><p>Willowisp (spy form, plus magic immune)</p><p>Hit Points: 98</p><p>Initiative: +13 </p><p>Speed: Fly 50 ft. (perfect) (10 squares) </p><p>Armor Class: 33 (+1 size, +9 Dex, ,+4 armor, +9 deflection), touch 29, flat-footed 24 </p><p>Base Attack/Grapple: +9/0 </p><p>Attack: Shock +19 melee touch (2d8 electricity) </p><p>Full Attack: Shock +19 melee touch (2d8 electricity) </p><p>Space/Reach: 5 ft./10 ft. </p><p>Special Attacks: — </p><p>Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility </p><p>Saves: Fort +13, Ref +19, Will +14 </p><p>Abilities: Str 5, Dex 29, Con 14, Int 16, Wis 20, Cha 20 </p><p>Skills: Hide +28, Move Silent +24</p><p>Feats: +Weapon FinesseB</p><p></p><p>Minotaur (useful mainly for Natural Cunning and extremely good senses)</p><p>Hit Dice: 122</p><p>Initiative: +0 </p><p>Speed: 30 ft. (6 squares) </p><p>Armor Class: 23 (–1 size, +5 natural, +4 armor, +1 luck, +1 insight, +3 deflection), touch 14 </p><p>Base Attack/Grapple: +9/+17 </p><p>Attack: Gore +12 melee (2d6+6) </p><p>Full Attack: Same</p><p>Space/Reach: 10 ft./10 ft. </p><p>Special Attacks: Powerful charge 4d6+6 </p><p>Special Qualities: Darkvision 60 ft., natural cunning, scent </p><p>Saves: Fort +15, Ref +10, Will +14 </p><p>Abilities: Str 23, Dex 10, Con 19, Int 16, Wis 20, Cha 20 </p><p>Skills: Search +20, Spot +26, Listen +26</p><p>Feats: -</p><p></p><p>Common Humanoid Forms (templates that modify base stats given above)</p><p></p><p>Kuo-tua</p><p>-16 Str, 10 Dex, 16 Con</p><p>- Medium</p><p>- Speed 20' on land, or Swim 50'</p><p>- Amphibious</p><p>- Keen Sight</p><p>- Light blindness</p><p>- Slippery</p><p>- +6 natural armor</p><p>- +8 Escape Artist, +4 Search and Spot, +8 Swim</p><p></p><p>Bugbear</p><p>Not a bad brawling form, for swinging that scimitar. Bonus on Move Silent is golden.</p><p>— 18 Strength, 12 Dexterity, 16 Constitution</p><p>—Medium size.</p><p>—A bugbear’s base land speed is 30 feet.</p><p>—Darkvision out to 60 feet.</p><p>— +3 natural armor bonus.</p><p>— +4 racial bonus on Move Silently checks.</p><p></p><p>Duergar Dwarves</p><p>As per dwarf, but:</p><p>120' darkvision</p><p>Immune to paralysis, poison, and phantasms</p><p>+4 Move Silent</p><p>+1 Listen and Spot</p><p></p><p>Drow</p><p>Spell Resistance 23 on a normal-sized humanoid form. Good senses.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 2656492, member: 4936"] [SIZE=3][U][B]Jonas Visage[/B][/U][/SIZE] Male Human Druid 5, Master of Many Forms 7 / Rogue 7, Warshaper 5 Neutral Good Selune 5' 9", 156lbs, 29 Dark brown hair, Bright blue eyes, Fair skin; lightly freckled Description: Jonas is a dark haired human in his late twenties/early thirties. His features have a decidedly boyish cast, despite the sprinkle of grey at his temples. His eyes are a sparkling shade of blue. He's tall, but with a wiry build that belies his strength and toughness. He tends to wear simple, common clothes, in shades of blue and green. [FONT=Courier New][B]Str 9[/B] (-1) (9 points) [B]Dex 10[/B] (+?) (10 points) [B]Con 12[/B] (+?) (12 points) [B]Int 16[/B] (+?) (16 points) [B]Wis 20[/B] (+?) (19 points, +1 levels) [B]Cha 20[/B] (+?) (18 points, +2 levels)[/FONT] [I]Hit Points:[/I] 8+(11x6)+12 = 86 (fixed) [I]AC:[/I] 19, [I]Touch:[/I] 15, [I]Flatfooted:[/I] 19 (10 + 1 dex +1 luck +4 armor + 1 insight +3 deflection) [I]Initiative:[/I] +0 [I]BAB:[/I] +9/+4, [I]Grapple:[/I] +8 [I]Speed:[/I] 30 feet (base 30, light/medium/heavy load [?? of ?? lbs], light armor) [U][B]Saves[/B][/U][list][*][I]Fort:[/I] +12 (+8 class, +1 con, +3 resistance) [*][I]Ref:[/I] +10 (+7 class, +0 dex, +? feat, +3 resistance) [*][I]Will:[/I] +14 (+6 class, +5 wis, +3 resistance)[/list] *Melee Attack: +9/+4 MW Cold Iron Scimitar 1d6-1 Ranged Attack: By Spell, Form, or none * Attacks of forms taken will be listed in the statblock for each form. Race Abilities Bonus Feat Bonus skill points Class Abilities: Druid - Animal Companion - Nature Sense - Wild Empathy - Woodland Stride - Trackless Step - Resist Nature's Lure - Wildshape 8/day Rogue - Sneak Attack +4d6 - Trapfinding - Evasion - Trap Sense +2 - Uncanny Dodge Master of Many Forms - Shifter Speech (can speak in any form) - Improved Wildshape (Tiny-Huge, humanoid/monstrous humanoid/giant/fey/vermin/aberration/plant) - Fast Wildshape (wildshape as move action) - Extraordinary Wildshape (retain Ex special qualities) Warshaper - Morphic Immunities (immune to stunning and critical hits) - Morphic Weapons (increase natural weapons by one size category) - Morphic Body (+4 Str and +4 Con when wildshaped) - Morphic Reach (+5' to reach) - Morphic Healing (Fast Healing 2, Concentration DC(damage) to regain 10HP, full round act) - Multimorph (Can assuming multiple shapes per 5 hour 'use' of Wild Shape) Skills: 120 Rogue + 40 Master of Many Forms Bluff (Cha) +20 (15 ranks, +5 Cha) Concentration (Con) +16 (15 ranks, +1 Con) Diplomacy (Cha) +14 (5 ranks, +5 Cha, +2 bluff, +2 sense motive) Disable Device (Int) +13 (8 ranks, +3 Int, +2 MW tools) Disguise (Cha) +30 (15 ranks, +5 Cha, +10 shapechange) Hide (Dex) +15 (15 ranks) Knowledge: Nature (Int) +7 (1 ranks, +2 Int, +2 Nature Sense, +2 Survival) Listen (Wis) +22 (15 ranks, +5 Wis, +2 Alertness) Move Silently (Dex) +15 (15 ranks) Open Lock (Dex) +15 (8 ranks, +2 MW tools, +5 ring) Search (Int) +16 (8 ranks, +3 Int, +5 item) Sense Motive (Wis) +15 (10 ranks, +5 Wis) Speak Language 5 ranks (CC) Spot (Wis) +22 (15 ranks, +5 Wis, +2 Alertness) Survival (Wis) +14 (5 ranks, +5 Wis, +2 Knowledge: Nature, +2 Nature Sense) Feats Alertness Luck of Heroes Endurance Eschew Materials Natural Spell Power Attack Languages - Common, Druidic, Sylvan, Elvish, Dwarvish, Giant, Draconic, Orcish, Undercommon, Goblin Spellcasting: DC 15+lvl 0 level spells Create Water Detect Magic Guidence Mending Read Magic 1st level spells Faerie Fire Produce Fire Longstrider Cure Light Wounds x2 2nd level spells Cat's Grace Bull's Strength Barkskin 3rd level spells Protection from Energy Greater Magic Fang Money - 1620gp Weapons - Cold Iron MW Scimitar (+9, 1d6-1, 4lbs, 330) Armour - Leather +2 (AC +4, 25160gp, 15lbs, Wild) Vestment of Many Styles (500) (Races of Eberron) Gear - Survival Pouch (5000) (Races of the Wild) Cloak of the Mountebank (Note- Usually worn) (10080) Cloak of Shelter (Only worn when about to use) (12000) (Arms & Equipment) Handy Haversack (2000) Masterwork Thief Tools (100) Magic - Pearl of Power, 3rd level (9000) Dusty Rose Ioun Stone +1 insight AC (5000) Amulet of Protection +3 (16000) Ring of Mind Shielding (8000) Ioun Stone of Resistance +3 (18000) Tan Bag of Tricks (6300) Goggles of Minute Seeing (1250) Ring of Lockpicks (4500) (Complete Adventurer) Background: [sblock] Where to begin? My story has many beginnings, even if one reckons on birth being the ultimate start to life's affairs. I have been born, and reborn, until now rebirth is all I am. To start with a light-footed, light-fingered lad in the Dales seems somehow to...misdirect folk. For the I that is now has so little to do with that boy from so long ago. But yes. I was born in the Dalelands, and lived there for some years. The fate of my parents is not known to me, for I was raised in an orphanage of Ilmater, alongside other children with overly pale skin, and dark shadows beneath their eyes. Children that had seen too much for their years. I feared them, despised them, and made a career of driving the Ilmatarians to distraction with my constant escapes and attempts to bring color into their lives through pails of water balanced atop doors, and a constant parade of large insects, snakes, and amphibians left to lurk in beds. This color was not appreciated, as much as I was tolerated...and eventually I could bear it no more, and left that dreary place. In my heart I thank them though, for they did care for me in their own way, and I have since come to know how rare that can be. On my own, in the city, I was a thief who lived by quick hands, quick wits, and more often than anything, quick feet. I know now that I was, in fact, clumsy for a thief...I snapped many a lockpick, set off many a jangling alarm. It wasn't long at all before I was forced to flee, with both the law and the guild of thieves snapping at my heels. And there in the deep woods, where I had no knowledge of how to survive, came my salvation. She was an elf, and with her pale, fragile looking skin and her icy white hair, she was more beautiful to my eyes than a princess in a tower. And, admittedly, about as attainable. A druid, and follower of Selune, she aided me at first in finding food and shelter. As I got more comfortable, she asked more questions, finally wringing out of me the story of my life up to that point. Then she offered to show me, another way. Forgive me for keeping her name from this narrative. We did not part on the best of terms, and I would spare her the humiliation of being known as my tutor. Not long after I took up her service and instruction, my elf and I left the lonely forests of Coramanthor on the great trade road west. I learned many things from her of the natural world, but our partnership was ill-fated. We finally came upon the High Forest, where she wished to meet with some elves of the wood, druids like her. And...like me, I suppose it would be fair to say by then. Unfortuantely, we were accosted in the night...if by accosted one can be meant to say, beset upon by werewolves. Followers of Malar, the People of the Black Blood. She stood brave and confident...but I was terrified. Werewolves were a favorite topic for monster stories where I was from...they being so rare there. I had no silver. No spells that would slow them down to speak of. They charged then, and she was magnificent...for the first time I saw what nature's -fury- could accomplish. Lightning and fire ripped at them. The very earth rose up in towering shapes to pummel them. And when they reached her, she became a monstrous bear, and returned claw for claw, bite for bite. I was largely ignored until the end, when it became clear they could not win. The last stragglers, gravely wounded, rushed me, grabbed me, lifted me up as they fled...intent on taking me as a prize. Lightning took them though, flashing out of a clear sky. As I crawled away from my captor's cooling corpse...or so I thought...a great pain flashed through my foot. I looked back to see a single red eye glaring at me, as a foaming muzzle worried and chomped at my foot. A moment later, the light in its eyes died...and so did it. I quickly cast my only healing spell over myself, sealing the wound. Thinking fast, I threw my torn shoe at the wolf, hitting it in the snout. When she found me, I told her I had thrown my show at it to distract it as I got away. To this day, I'm not sure if I'm proud, or ashamed, to have lied so well. Begging forgiveness, but I won't go into details of what happened next. This was another rebirth, of course...but a much darker one. I contracted lycanthropy from the bite, and knowing the danger, still told no one. The elves of the High Forest would have hunted me down like a beast, had not my patron intervened. She found me, and used certain spells of Selune to force me to my human state. Then we went to an altar dedicated to the Moon Goddess, and she prevailed upon the priestess there to remove the curse from me. The heady freedom of shapechanging had already made its mark on me though, and I wept as they took it from me. I still remembered running farther, faster than I ever could have...the power of tooth and claw. The exquisite senses that made the night my home. And now it was gone. Needless to say, my elf...my lovely elf...considered any responsibility she had towards me expiated by having saved me. And my attitude towards that saving, honestly, probably didn't help. I was cast from the High Forest, bereft of friend and ally. I nearly sought out the Malarites again, so deep was my sorrow...but Selune guided me to a different fate. I followed the moon at night, drawn by it as I imagined myself still a wolf. And in the trees I saw a great city, lit by magic. Silverymoon. It was there that I found other druids, and resumed my studies. In time I mastered the druidic art of shapechanging...but still found it lacking. Druids carefully insulate the mind and spirit from the change, which ensures they never become beasts through and through, but also means that many of the aspects of the shape are blocked. I sensed in the teachings, that the traditional 'wild shape' technique was but the tip of an iceberg floating in the sea. That it could be used for so much MORE. I focused on it completely, and when finally I encountered obstacles to my searches, I drew on my past as a thief, and honed my skills in those arts. I became a shadow on the wall...a flitting ghost in the druid groves. I found scrolls on tree bark of ancient lore...and I learned. Finally, I raided the Malarites themselves, where evil druids had long kept alive secrets of shapechanging lore that their civilized bretheren had buried or lost. By stealth and spell, I stole those secrets. I used them. And now...I am again reborn. There are few constants in my new life. I remake myself as I please, when and where I please. But I always keep one eye on Selune's pale disc...for it was she who led me once from darkness back to light, like a great beacon on the shore. I have continued to live in and near Silverymoon, and have been a particular bane to the People of Black Blood who brood in the wildlands to the north. I have spied on them, even infiltrated them. Their secrets unerringly find their way to Alustriel's hands, and their bodies rot on the ground where I leave them. Or did. Now she's gone, and while the city remains in good hands, I am wondering if perhaps it is time to move on. There's a great wide world out there, after all...and a great many things to become.[/sblock] Favored Forms: [sblock]Aboleth (water only) Hit Points: 158 Initiative: +1 Speed: 10 ft. (2 squares), swim 60 ft. Armor Class: 25 (-2 size, +1 Dex, +4 armor, +7 natural, +1 luck, +1 insight, +3 deflection), touch 13 Base Attack/Grapple: +9/+25 Attack: Tentacle +17 melee (1d8+10 plus slime) Full Attack: 4 tentacles +17 melee (1d8+10 plus slime) Reach: 15 ft. Special Attacks: Slime DC21 Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud DC21 Saves: Fort +18, Ref +11, Will +14 Abilities: Str 30, Dex 12, Con 24, Int 14, Wis 20, Cha 20 Skills: Concentration +22, Swim +18 Feats: - Chuul (tank form) Hit Points: 146 Initiative: +3 Speed: 30 ft. (6 squares), swim 20 ft. Armor Class: 31 (-1 size, +3 Dex, +10 natural, +4 armor, +1 luck, +1 insight, +3 deflect), touch 17 Base Attack/Grapple: +9/+18 Attack: Claw +15 melee (3d6+7) Full Attack: 2 claws +15 melee (3d6+7) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 3d6+7, improved grab, paralytic tentacles DC21 Special Qualities: Amphibious, darkvision 60 ft., immunity to poison Saves: Fort +17, Ref +13, Will +14 Abilities: Str 24, Dex 16, Con 22, Int 14, Wis 20, Cha 20 Skills: Hide +14, Move Silently +18, Concentration +21, Swim +14 Feats: - Dire Bear (tank form) Hit Points: 146 Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 26 (-1 size, +1 Dex, +7 natural, +4 armor, +1 luck, +1 insight, +3 deflect), touch 15 Base Attack/Grapple: +9/+23 Attack: Claw +20 melee (2d6+12) Full Attack: 2 claws +20 melee (2d6+12) and bite +15 melee (3d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent Saves: Fort +17, Ref +11, Will +14 Abilities: Str 35, Dex 13, Con 23, Int 14, Wis 20, Cha 20 Skills: Concentration +21, Swim +12 Feats: - Annis Hag (tank form), plus SR 19) Hit Points: 122 Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 29 (-1 size, +1 Dex, +10 natural, +4 armor, +1 luck, 1 insight, +3 deflect), touch 15 Base Attack/Grapple: +9/+20 Attack: Claw +17 melee (1d8+9) Full Attack: 2 claws +17 melee (1d8+9) and bite +12 melee (1d8+4) Space/Reach: 10 ft./15 ft. Special Attacks: Improved grab, rake 1d6+7, rend 2d8+13 Special Qualities: Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19 Saves: Fort +15, Ref +11, Will +14 Abilities: Str 29, Dex 12, Con 18, Int 14, Wis 20, Cha 20 Skills: Concentration +19, Swim +8 Feats: - Troll (regenerating tank) Hit Points: 170 Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 25 (-1 size, +2 Dex, +5 natural, +4 armor, +1 luck, +1 insight, +3 deflect), touch 16 Base Attack/Grapple: +9/+19 Attack: Claw +16 melee (1d8+8) Full Attack: 2 claws +16 melee (1d8+8) and bite +11 melee (1d8+4) Space/Reach: 10 ft./15 ft. Special Attacks: Rend 2d8+12 Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent Saves: Fort +19, Ref +12, Will +14 Abilities: Str 27, Dex 14, Con 27, Int 14, Wis 20, Cha 20 Skills: Concentration +24, Swim +7 Tendriculous (renegerating plant tank) Hit Points: 170 Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 25 (-2 size, -1 Dex, +9 natural, +4 armor, +1 luck, +1 insight, +3 deflection), touch 12 Base Attack/Grapple: +9/+26 Attack: Bite +18 melee (3d8+11) Full Attack: Bite +18 melee (3d8+11) and 2 tendrils +13 melee (1d8+5) Space/Reach: 15 ft./20 ft. Special Attacks: Improved grab, paralysis DC22, swallow whole Special Qualities: Low-light vision, plant traits, regeneration 10 Saves: Fort +19, Ref +10, Will +14 Abilities: Str 32, Dex 9, Con 26, Int 14, Wis 20, Cha 20 Skills: +7 all Con, +12 all Str, -1 all Dex (-8 Hide) Treant (plant tank/siege tower) Hit Points: 158 Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 29 (-2 size, -1 Dex, +13 natural, +4 armor, +1 luck, +1 insight, +3 deflection), touch 12 Base Attack/Grapple: +9/+26 Attack: Slam +18 melee (3d6+11) Full Attack: 2 slams +18 melee (3d6+11) Space/Reach: 15 ft./20 ft. Special Attacks: Double damage against objects, trample 6d6+16 DC24 Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire Saves: Fort +18, Ref +10, Will +14 Abilities: Str 33, Dex 8, Con 25, Int 14, Wis 20, Cha 20 Skills: +6 all Con, -1 all Dex, +12 all Str (-8 Hide, +16 Hide in forested areas) Willowisp (spy form, plus magic immune) Hit Points: 98 Initiative: +13 Speed: Fly 50 ft. (perfect) (10 squares) Armor Class: 33 (+1 size, +9 Dex, ,+4 armor, +9 deflection), touch 29, flat-footed 24 Base Attack/Grapple: +9/0 Attack: Shock +19 melee touch (2d8 electricity) Full Attack: Shock +19 melee touch (2d8 electricity) Space/Reach: 5 ft./10 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility Saves: Fort +13, Ref +19, Will +14 Abilities: Str 5, Dex 29, Con 14, Int 16, Wis 20, Cha 20 Skills: Hide +28, Move Silent +24 Feats: +Weapon FinesseB Minotaur (useful mainly for Natural Cunning and extremely good senses) Hit Dice: 122 Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 23 (–1 size, +5 natural, +4 armor, +1 luck, +1 insight, +3 deflection), touch 14 Base Attack/Grapple: +9/+17 Attack: Gore +12 melee (2d6+6) Full Attack: Same Space/Reach: 10 ft./10 ft. Special Attacks: Powerful charge 4d6+6 Special Qualities: Darkvision 60 ft., natural cunning, scent Saves: Fort +15, Ref +10, Will +14 Abilities: Str 23, Dex 10, Con 19, Int 16, Wis 20, Cha 20 Skills: Search +20, Spot +26, Listen +26 Feats: - Common Humanoid Forms (templates that modify base stats given above) Kuo-tua -16 Str, 10 Dex, 16 Con - Medium - Speed 20' on land, or Swim 50' - Amphibious - Keen Sight - Light blindness - Slippery - +6 natural armor - +8 Escape Artist, +4 Search and Spot, +8 Swim Bugbear Not a bad brawling form, for swinging that scimitar. Bonus on Move Silent is golden. — 18 Strength, 12 Dexterity, 16 Constitution —Medium size. —A bugbear’s base land speed is 30 feet. —Darkvision out to 60 feet. — +3 natural armor bonus. — +4 racial bonus on Move Silently checks. Duergar Dwarves As per dwarf, but: 120' darkvision Immune to paralysis, poison, and phantasms +4 Move Silent +1 Listen and Spot Drow Spell Resistance 23 on a normal-sized humanoid form. Good senses. [/sblock] [/QUOTE]
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