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Echo [human druid 6/rogue 2/inquisitor 2; scout] 1

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(active effects: wild shape into small earth elemental, greater magic fang, longstrider, negate aroma)[/FONT]
[FONT=&amp]Human druid (cave druid) 6/rogue 2/inquisitor (heretic) 2
LN Medium humanoid (human)
Hero Points 10
Init +7; Senses darkvision 60’, tremorsense 30’; Perception +27 (+28 vs traps), trap spotter
AC 20, touch 12, flat-footed 18 (+4 armor, +1 Dex, +1 size, +4 natural)
hp 90 (10d8+10)
Fort +12, Ref +9, Will +17 (all +2 vs oozes and aberrations)
Defensive Abilities evasion, resist subterranean corruption[/FONT]
[FONT=&amp]Resistance [/FONT][FONT=&amp]roll twice vs disease Immunity [/FONT][FONT=&amp]scent, tremorsense
Speed 30 ft., earthglide, ignore rubble and squeezing
Melee slam +13 (1d6+8) or masterwork longspear +12 (1d6+6) (small earth elemental)[/FONT]
[FONT=&amp]Ranged [/FONT][FONT=&amp]dart +8 (1d3+4)[/FONT]
[FONT=&amp]Special Attacks [/FONT][FONT=&amp]judgement 1/day, sneak attack +1d6+bleed 1, wild shape 4/day[/FONT]

[FONT=&amp]Druid Spells Prepared [/FONT][FONT=&amp](CL 8<sup>th</sup>; concentration +14)[/FONT]

[FONT=&amp] 3<sup>rd</sup>deeper darkness, <s>greater magic fang</s>, sleet storm, stone shape[/FONT]
[FONT=&amp] 2<sup>nd</sup> barkskin, bull’s strength, greensight, slipstream, stone call, wood shape[/FONT]
[FONT=&amp] 1<sup>st</sup>commune with birds, detect aberration, <s>longstrider</s>, <s>negate aroma</s>, obscuring mist,[/FONT]
[FONT=&amp]produce flame[/FONT]
[FONT=&amp] 0 (at will)–create water, detect poison, know direction, read magic[/FONT]
Inquisitor Spell-like Abilities (CL 2<sup>nd</sup>; concentration +8)[/FONT]

[FONT=&amp] 0 (at-will)detect alignment[/FONT]

[FONT=&amp]Inquisitor Spells Known [/FONT][FONT=&amp](CL 2<sup>nd</sup>; concentration +8)[/FONT]

[FONT=&amp] 1<sup>st</sup> (4/day)know the enemy, litany of weakness, true strike[/FONT]
[FONT=&amp] 0 (at will)–acid splash, detect magic, guidance, light, sift[/FONT]

[FONT=&amp]Domains[/FONT][FONT=&amp] Cave domain, Conversion Inquisition[/FONT]
Str 18, Dex 12, Con 12, Int 10, Wis 22, Cha 7
Base Atk +6; CMB +9; CMD 20
Feats Dampen Presence, Extra Talent (bleeding attack), Extra Talent (fast getaway), Hellcat Stealth, Shaping Focus, Skill Focus (perception), Skill Focus (stealth)
Traits Adopted – Color Thief, Magical Knack (druid), Wisdom in the Flesh (stealth)
Drawback Loner[/FONT]
[FONT=&amp]Skills [/FONT][FONT=&amp]Acrobatics +5, Bluff +16, Climb +8, Diplomacy +10, Disable Device +21 (+22 vs traps), Disguise +8, Fly +5, Handle Animal +2, Heal +10, Intimidate +11, Knowledge (arcana) +4, Knowledge (dungeoneering) +6, Knowledge (nature) +4, Knowledge (religion) +4, Knowledge (planes) +4, Linguistics +4, Perception +27 (+28 vs traps), Sense Motive +11, Slight of Hand +7, Spellcraft +4, Stealth +45, Survival +17 (+21 underground or urban), Swim +8
Languages Common, Terran
SQ cave sense, cavesight (9/day), cunning initiative, escape judgement, focused study, heart of the slums, hide tracks, lightfoot, lore of escape, nature bond (cave domain), rogue talents (bleeding attack, fast getaway, track, trap spotter), stern gaze, trapfinding (+1), tunnelrunner, wild empathy (+4)
Combat Gear pearl of power 1<sup>st</sup>, ring of chameleon power[/FONT]
[FONT=&amp]Other Gear [/FONT][FONT=&amp]cloak of resistance +3, druid’s vestment, gloves of reconnaissance, goggles of minute seeing, headband of inspired wisdom +2, kinsight goggles, leaf armor +1, missive stones, sandals of quick reaction, stinging stiletto, darts (x10), masterwork longspear, masterwork tools (perception: lenses; stealth: footpads and camouflaged clothing), masterwork thieves tools, 440 gp
Special Abilities
Adopted – Color Thief +2 stealth[/FONT]
[FONT=&amp]Cave Sense[/FONT][FONT=&amp] +2 knowledge (dungeoneering) and survival, and knowledge (dungeoneering) is a class skill.[/FONT]
[FONT=&amp]Cavesight (9/day)[/FONT][FONT=&amp] grant darkvision to a willing creature you touch. Lasts 1 minute, or one hour on yourself.[/FONT]
[FONT=&amp]Conversion Inquisition [/FONT][FONT=&amp]use Wisdom instead of Charisma with Bluff, Diplomacy, and Intimidate.[/FONT]
[FONT=&amp]Cunning Initiative[/FONT][FONT=&amp] add Wisdom to initiative.[/FONT]
[FONT=&amp]Escape Judgement[/FONT][FONT=&amp] each time you hit an opponent with a ranged or melee attack, you can use a move action to create a diversion to hide as per the Stealth skill.[/FONT]
[FONT=&amp]Focused Study[/FONT][FONT=&amp] gain skill focus at 1<sup>st</sup>, 8<sup>th</sup>, and 16<sup>th</sup> level.[/FONT]
[FONT=&amp]Heart of the Slums[/FONT][FONT=&amp] +2 Slight of Hand and Stealth, +4 Survival in urban or underground, roll save vs disease twice taking the better roll.[/FONT]
[FONT=&amp]Hero Points (10)[/FONT][FONT=&amp] Hero Points can be spent at any time to grant a variety of bonuses.
Hide Tracks -5 to track the druid.[/FONT]
[FONT=&amp]Judgement (1/day)[/FONT][FONT=&amp] select from one of the normal judgements, or choose Escape Judgement.[/FONT]
[FONT=&amp]Lightfoot[/FONT][FONT=&amp] cannot be detected with tremorsense.[/FONT]
[FONT=&amp]Loner[/FONT][FONT=&amp] -1 AC and to hit when adjacent to ally or taking the aid another action.[/FONT]
[FONT=&amp]Lore of Escape[/FONT][FONT=&amp] add your Wisdom to Bluff and Stealth in addition to the normal ability modifiers.[/FONT]
[FONT=&amp]Magical Knack[/FONT][FONT=&amp] +2 CL to druid spells.[/FONT]
[FONT=&amp]Nature Bond (cave domain)[/FONT][FONT=&amp] gives the Cave Sight ability and tremorsense 30’.[/FONT]
[FONT=&amp]Resist Subterranean Corruption[/FONT][FONT=&amp] +2 on saves vs oozes and aberrations.[/FONT]
[FONT=&amp]Rogue Talent: Bleeding Attack[/FONT][FONT=&amp] when sneak attack is successful, inflict bleed 1.[/FONT]
[FONT=&amp]Rogue Talent: Fast Getaway[/FONT][FONT=&amp] use a withdraw action after making a successful sneak attack.[/FONT]
[FONT=&amp]Rogue Talent: Trap Spotter[/FONT][FONT=&amp] receive a perception check any time you move within 10’ of a trap.[/FONT]
[FONT=&amp]Stern Gaze[/FONT][FONT=&amp] +1 on Intimidate and Sense Motive.
Trapfinding +1 on Perception and Disable Device vs traps, disable magical traps
Tunnelrunner ignore penalties for rubble or squeezing[/FONT]
[FONT=&amp]Wild Empathy[/FONT][FONT=&amp] as the druid ability, but also can affect oozes at a -4 penalty.[/FONT]
[FONT=&amp]Wild Shape (4/day, for 8 hours/use)[/FONT][FONT=&amp] as normal wild shape, but can also turn into oozes.[/FONT]
[FONT=&amp]Wisdom in the Flesh[/FONT][FONT=&amp] use wisdom instead of dexterity for stealth.[/FONT]

[FONT=&amp]Echo is a scout who can take care of himself. He is nigh undetectable – he cannot be found with scent or tremorsense, and his stealth checks also work vs blindsight and blindsense with Dampen Presence. He has enough Wild Shape ability to stay in elemental form, which allows him to earth glide into most places others can’t. While he can keep partially in the ground to maintain his stealth, he can surface and still make stealth check using Hellcat Stealth. When that doesn’t work, he can use his gloves of reconnaissance to see through barriers, and if it is safe, get through either using wood shape, stone shape, or turning into an ooze or a diminutive animal to squeeze through small spaces. He has great Perception, as well as tremorsense and numerous at-will detect abilities (alignment, magic, poison). He is difficult to track (or impossible, if he used one of his 1<sup>st</sup> level spells for pass without trace). He has enough social skills to pass by unnoticed in a crowd, and with Trap Spotter and Disable Device, he should be able to find and nullify any traps ahead of the rest of his allies.[/FONT]

[FONT=&amp]He also works well with a party. Allies can use one of his Kinsight Goggles to see through his eyes – great for a knowledge-focused ally who can identify the monsters up ahead. The group can also communicate with him using one of the Missive Stones – so there is no need to worry about the scout being lost or going in a direction the group doesn’t want to go. Finally, from a practical game sense, this allows the players at the gaming table to all stay together – the DM doesn’t have to keep taking the rogue player off to the side to ‘run a little mini-game’ just for him. Even with the scout up ahead, everyone can work together as a team.[/FONT]

[FONT=&amp]He is a hit-and-run specialist in combat. With his Stealth and Fast Getaway, he can hit foes and then Earth Glide to safety, inflicting sneak attack and bleed. Before the hit, he can position himself to strike, using flank if possible. If he gains surprise, the Sandals of Quick Reaction allow him a move action along with a standard action in the surprise round. Is there a big, dumb, monster way up ahead of the group? One surprise hit and Earth Glide away, followed by the monster bleeding out…and that’s a threat the group doesn’t have to deal with. If he’s in a position that he can’t Earth Glide or move much, he can even use his judgement of Escape to give him a free hide check (effectively allowing him to snipe even in melee). Of course, he can always snipe using thrown produce flame.[/FONT]

[FONT=&amp]If he needs to be more combat focused, and there are no earth gliding options, the carnivorous crystal ooze shape has an 7d8 slam attack…[/FONT]


[FONT=&amp]Higher level build options:[/FONT]

[FONT=&amp]Taking a level of monk (I prefer the Sohei, so the PC always gets to act in the surprise round), and Feral Combat Training would allow the PC to flurry with his slam attacks. With another level of druid comes the strong jaw spell. That would mean as a carnivorous crystal ooze, that is 3 attacks, with each attack doing 14d8+8. Lose the armor (since you’re adding your Wisdom to AC anyway), pick up some items such as a belt of giant strength, ring of protection and an amulet of mighty fists, and suddenly, you have a strong melee combatant without the need for ‘sniping’.[/FONT]


[FONT=&amp]Rules Notes:[/FONT]

[FONT=&amp]There are disagreements among players and DMs about whether you can add your Wisdom twice into skills (there are precedents for this, including the mindchemist’s Perfect Recall ability and the Kirin Strike feat). This build does this with Bluff and Stealth using the Lore of Escape ability combined with the Conversion Inquisition and the Wisdom of the Flesh trait. If a particular DM doesn’t wish to allow this, the PC can be easily adjusted – simply change Wisdom of the Flesh to adjust Disable Device, which will change the PC as follows: Bluff -6, Stealth -5, Disable Device +5.[/FONT]
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