Age of Heroes - LR Gestalt Game (Roll Call)

Voidrazor,

The saint template is like no other, it's description states that is overpowered because it is intended as a reward for good roleplaying, but assuming LR is willing to allow you to take it you still have applied it to your build incorrectly. According to pg29 of the BoED you need to be at least 6th level before you can take it.

If I were LR (which I am not) I would like a description of the "extraordinary sacrifice" you made that is another requirement of the saint template.
 

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If LR okays the Divine Minion template at 1st then moving Saint to levels to 7th and 8th would be no problem. It would result in a bit lower Ref save but no Bab loss :)

As for the nature of the sacrifice I have a few ideas. But I'd like to develop them a bit. Right now I'm thinking that it would be something along the lines of having to leave both his homeland and family behind right at the brink of a Mulhorandi civil war. As a Divine Minion V. would be expected to lay down his life, but being a servant of Isis, a deity of marriage and fertility, the loss of family would be particularly egregious.
 

Voidrazor said:
If LR okays the Divine Minion template at 1st then moving Saint to levels to 7th and 8th would be no problem. It would result in a bit lower Ref save but no Bab loss :)

As for the nature of the sacrifice I have a few ideas. But I'd like to develop them a bit. Right now I'm thinking that it would be something along the lines of having to leave both his homeland and family behind right at the brink of a Mulhorandi civil war. As a Divine Minion V. would be expected to lay down his life, but being a servant of Isis, a deity of marriage and fertility, the loss of family would be particularly egregious.
Voidrazor: Sorry I haven't responded sooner I've been a bit busy recently.

Firstly the Saint Template is incompatable with the Divine Minion template, if you were to take Divine Minion at 1st level your type would change to Outsider, this would then disqualify you for the Saint template, for the same reason you couldn't take the Saint template at 1st level and then Divine Minion template at 2nd level due to the change in type.

Regarding Divine Minion I would allow it as a qualifier to the Master of Many Forms PrC.
 


Voidrazor said:
OK, cool. Is Assume Supernatural Ability from Savage Species allowed? How do you handle known forms for wildshape?
Assume Supernatural ability is fine, regarding Wildshape I'll be using Know(Nature) DC 10 + animals HD to determine wether or not it is a familiar form. If I consider that the animal is strange or not commonly encountered (i.e. dinosaurs) I'll adjust the DC check accordingly.

To make it easier on both of us I suggest that you come up with a list of common forms, I'll then let you know which one your character is familiar with.
 

OK, here's what I hope will be the final version of Vhandamere. Gah its 4AM!


[sblock]

Desc: In his natural form Vhandamere stands just over 2 feet tall. While his face is wrinkled with age and his fur graying, he still manages to be heartwrenchingly cute. He exudes a warmth and serenity, not to mention a visible celestial glow, that tends to put people at ease. And while his voice is high pitched, its tones are melodious.


Race: Middle-Aged Anthropomorphic Bat Saint
Alignment: Neutral Good

Str 4 base 8 cost 0 (Bat -4, Middle Aged -1)
Dex 8 base 8 cost 0 (Middle Aged -1)
Con 20 base 18 cost 16 (Saint +2, Middle Aged -1, Levels +1)
Int 16 base 15 cost 8 (Middle Aged +1)
Wis 28 base 18 cost 16 (Bat +6, Saint +2, Middle Aged +1, Levels +1)
Cha 13 base 8 cost 0 (Bat -2, Saint +4, Vow of Poverty +2, Middle Aged +1)

Hit Points: 98
AC 36 (base 10 Dex -1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +1 Size +1 Flaw -1) Touch 19, Flat 36
Init +3
BAB +10/+5, Grap +1
Speed 15 Land 20 Air
Fort +19 (classes +13 con +5 Vow +1)
Ref +8 (classes +8 Dex -1 Vow +1)
Will +21 (classes +9 Wis +9 Vow +1 Ninja +2)
Additional +1 on all saves vs.spells and spell-like abilities, +2 vs paralysis hold or entangle

Druid 1/Barbarian - Sacred Vow, Vow of Poverty, Alertness, Endurance, Flaw:Shaky, Flaw:Vulnerable
Druid 2/Ninja 1 – Nymph's Kiss (Exalted bonus feat)
Druid 3/Cleric 1 – Eschew Materials
Druid 4/Ninja 2 - Intuitive Attack (Exalted bonus feat)
Druid 5/Fighter 2 – Improved Initiative (Fighter Bonus Feat)
Druid6/ (Saint)– Natural Spell, Nimbus of Light (Exalted bonus feat)
Druid7/ (Saint)
Druid8/ Master of Many Forms 1 – Touch of Golden Ice (Exalted bonus feat)
Druid 9/ Master of Many Forms 2 – Multiattack
Druid 10/ Master of Many Forms 3 – Lliira's Blessing (Exalted bonus feat)

Balance (Dex) 1 ranks 0 (synergy)
Bluff (Cha) 8 ranks 7
Concentration (Con) 18 ranks 13
Diplomacy (Cha) 7 ranks 4 (9 total on Wild Empathy, synergy*2)
Disguise (Cha) 4 ranks 5 (6 total in character, synergy)
Handle Animal (Cha) 6 ranks 5
Hide (Dex) 6 ranks 7
Jump (Str) -1 ranks 0 (synergy)
Knowledge (nature) (Int) 18 ranks 13 (druid +2)
Knowledge (planes) (Int) 10 ranks 7 (3 cross class)
Listen (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Move Silently (Dex) 1 ranks 2 (bought cross class)
Spellcraft (Int) 8 ranks 5
Spot (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Survival (Wis) 11 ranks 0 (Druid +2)
Tumble (Dex) 5 ranks 6

Special Abilities:

Bat Inherited characteristics
Blindsense - A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills - A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Saint
Tongues, always on.
Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier (+9)
Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs. Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any Evil creature that attacks the Saint with a Natural Attack takes the same amount of damage.
Able to cast Guidance, Resistance, Virtue, and Bless at will at Character level.(10th)
Gain Fast Healing (5).
Protective Aura – 20’ radius nimbus of light that can be activated as a Free Action. Acts as a double strength Magic Circle against Evil and a Less Globe of Invulnerability.
HD Damage Reduction 5 / evil

Barbarian
Rage – 1/day
Fast Movement +10'

Cleric
Luck Domain - ‘Good Fortune’ once per day a single roll can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept.
Destiny Domain - A single attack, save, ability check, or skill check made by a willing creature other than yourself can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept. Usable once per day as an Immediate Action. You must be able to see the target.

Druid
Animal Companion (see below)
Nature Sense +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy
Woodland Stride - Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step - Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape
Venom Immunity - Immunity to all poisons.

Master of Many Forms
Shifter Speech – You may speak verbally regardless of the form you take. You may also communicate with other creatures of the same kind while in a Wild
Shape.
Improved Wild Shape (Humanoid, Giant, Monstrous Humanoid – You may now use Wild Shape to take the form of a Humanoid, Giant, or Monstrous Humanoid whose base hit dice are not greater than your hit dice.
Improved Wild Shape (Large) – Your Wild Shapes may now be up to Large-sized.
Fast Wild Shape – Wild Shape as a move action.

Ninja
Wisdom bonus to AC (+9). This bonus applies even when Flat-Footed, but not when immobilized, wearing any armor, using a shield, or when carrying a Medium (or heavier) load.
Ki Power – receive ½ Ninja level (min 1) + Wisdom modifier uses of your Ki powers each day. As long as you have at least one use left, you receive a +2 bonus on Will saves.
Ghost Step (invisible) – become Invisible for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity.
Sudden Strike +1d6 – When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC. May not be used to do non-lethal damage. May be used with a Melee weapon or a Ranged weapon within 30’.
Note: The main difference from Sneak Attack is that it does not applied to Flanked foes.
Trapfinding

Vow of Poverty
+7 AC doesn't effect touch attacks, doesn't stack with armor.
Exalted bonus feats at 1st level 2nd level and every 2 levels thereafter.
Endure Elements – no need for fortitude saves between -50 and 140 degrees.
+2 enhancement bonus to attack and damage rolls, good typed.
Sustenance – Doesn't need to eat or drink.
+1 Deflection bonus to AC
+1 Resistance bonus to all saving throws
+2 to a single ability score
+1 Natural Armor bonus
Mind Shielding - Immune to Detect Thoughts, Discern Lies, and any attempt to discern alignment
Damage Reduction – DR 5/evil


Animal Companion
Hopzeru, Fleshraker Dinosaur
M Animal HD 8d8+16 Init +6 Speed 50' AC 25 touch 15 flat 20 Base Attack +6 Grap +10 Attack +10 d6+4 Full 2 claws +10 d6+4 1 bite +5 d6+2 and tail +5 d6+2 and poison (cannot use bite and tail at same time) SA leaping pounce – full attack on charge, if hits M or smaller free trip attempt, if successful free grapple attempt. If trip fails opponent can't trip in return, if grapple fails opponent still prone. SA poison DC 14 d6 Dex/d6 Dex con save

Druid Spells

0 Detect Magic X4, Create Water, Cure Minor Wounds
1st EntangleX2, Obscuring Mist, Omen of Peril (CD,SC), Animate Wood, Wood Wose (CD,SC), Enrage Animal (SC)
2nd Blinding Spittle (PgtF), Gust of Wind, Lesser Restoration, Major Resistance (SS), Embrace the Wild (Cadv), Briar Web (CD,SC)
3rd Lion's Charge X2 (SC), Venomfire (Serpent Kingdoms), Hypothermia X2 (SC)
4th Flame strike, Blast of Sand (Sandstorm), Arc of Lightning (SC), Enhance Wild Shape X2 (SC)
5th Animal Growth, Baleful Polymorph X3

Cleric Spells

0 Cure Minor Wounds, Guidance X2
1st Sanctuary X2, Vigor, Hide from Undead

Equipment

loincloth

Favored Forms

Cave Troll
Init +5 Speed 50'
AC 46 (base 10 Dex +1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +11 Size -1 Flaw -1) Touch 19, Flat 45
Grapple +23
Attack: Claw +19 melee (2d6+9) (evil must save vs DC 14 or d6/2d6 Dex loss)
Full Attack: 2 Claws +19 melee (2d6+9) and Bite +17 (1d8+4) (evil must save vs DC 14 or d6/2d6 Dex loss)
Special Attacks: dazing blow(DC 22 fort save if 2 claws hit), pounce, improved grab (free grapple if bite hits), rake (+19 2d6+4 when grappling) and, rend (2d6+13 if 2 claws hit)
Special Abilities (if Enhance Wild Shape active): dark vision 90', fast heal 8, low-light vision, scent
Str 29 Dex 13 Con 30

Giant Octopus
Init +6 Speed 30'
AC 43 (base 10 Dex +2 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +7 Size -1 Flaw -1) Touch 20, Flat 41
Grapple +19
Attack: Tentacle rake +19 melee (d4+5) or bite +19 (d8+5)
Full Attack: 8 Tentacle Rakes +19 (d4+5) and Bite +17 (d8+2)
Special Attacks: improved grab (free grapple if tentacle hit M or smaller), constrict (2d8+6 when grappling m or smaller)
Special Abilities: ink cloud (20X20 darkness concealment 1/min), jet (move 200' backward as dbl move), +4 hide
Str 20 Dex 15 Con 16

Fleshraker Dinosaur
Init +7 Speed 60'
AC 44 (base 10 Dex +4 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +6 Size -1 Flaw -1) Touch 22, Flat 40
Grapple +13
Attack Claw +19 (d6+3+DC 14 d6/d6 poison)
Full Attack 2 Claws +19 (d6+3+DC 14 d6/d6 poison) and Tail +17 (d6+1+DC 14 d6/d6 poison)
Special Attack: leaping pounce (full attack plus rake on charge, free trip if damages same size or smaller, if trip successful free grapple which pins if successful), poison, rake (+12 d6+2)
Special Abilities: low-light vision, scent, +8 hide (+10 in forest), +6 jump
Str 17 Dex 19 Con 18
Note: the Venomfire spell is often used in this form (venom does an additional d6/level acid damage with each use)[/sblock]
 

Voidrazor said:
OK, here's what I hope will be the final version of Vhandamere. Gah its 4AM!


[sblock]

Desc: In his natural form Vhandamere stands just over 2 feet tall. While his face is wrinkled with age and his fur graying, he still manages to be heartwrenchingly cute. He exudes a warmth and serenity, not to mention a visible celestial glow, that tends to put people at ease. And while his voice is high pitched, its tones are melodious.


Race: Middle-Aged Anthropomorphic Bat Saint
Alignment: Neutral Good

Str 4 base 8 cost 0 (Bat -4, Middle Aged -1)
Dex 8 base 8 cost 0 (Middle Aged -1)
Con 20 base 18 cost 16 (Saint +2, Middle Aged -1, Levels +1)
Int 16 base 15 cost 8 (Middle Aged +1)
Wis 28 base 18 cost 16 (Bat +6, Saint +2, Middle Aged +1, Levels +1)
Cha 13 base 8 cost 0 (Bat -2, Saint +4, Vow of Poverty +2, Middle Aged +1)

Hit Points: 98
AC 36 (base 10 Dex -1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +1 Size +1 Flaw -1) Touch 19, Flat 36
Init +3
BAB +10/+5, Grap +1
Speed 15 Land 20 Air
Fort +19 (classes +13 con +5 Vow +1)
Ref +8 (classes +8 Dex -1 Vow +1)
Will +21 (classes +9 Wis +9 Vow +1 Ninja +2)
Additional +1 on all saves vs.spells and spell-like abilities, +2 vs paralysis hold or entangle

Druid 1/Barbarian - Sacred Vow, Vow of Poverty, Alertness, Endurance, Flaw:Shaky, Flaw:Vulnerable
Druid 2/Ninja 1 – Nymph's Kiss (Exalted bonus feat)
Druid 3/Cleric 1 – Eschew Materials
Druid 4/Ninja 2 - Intuitive Attack (Exalted bonus feat)
Druid 5/Fighter 2 – Improved Initiative (Fighter Bonus Feat)
Druid6/ (Saint)– Natural Spell, Nimbus of Light (Exalted bonus feat)
Druid7/ (Saint)
Druid8/ Master of Many Forms 1 – Touch of Golden Ice (Exalted bonus feat)
Druid 9/ Master of Many Forms 2 – Multiattack
Druid 10/ Master of Many Forms 3 – Lliira's Blessing (Exalted bonus feat)

Balance (Dex) 1 ranks 0 (synergy)
Bluff (Cha) 8 ranks 7
Concentration (Con) 18 ranks 13
Diplomacy (Cha) 7 ranks 4 (9 total on Wild Empathy, synergy*2)
Disguise (Cha) 4 ranks 5 (6 total in character, synergy)
Handle Animal (Cha) 6 ranks 5
Hide (Dex) 6 ranks 7
Jump (Str) -1 ranks 0 (synergy)
Knowledge (nature) (Int) 18 ranks 13 (druid +2)
Knowledge (planes) (Int) 10 ranks 7 (3 cross class)
Listen (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Move Silently (Dex) 1 ranks 2 (bought cross class)
Spellcraft (Int) 8 ranks 5
Spot (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Survival (Wis) 11 ranks 0 (Druid +2)
Tumble (Dex) 5 ranks 6

Special Abilities:

Bat Inherited characteristics
Blindsense - A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills - A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Saint
Tongues, always on.
Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier (+9)
Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs. Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any Evil creature that attacks the Saint with a Natural Attack takes the same amount of damage.
Able to cast Guidance, Resistance, Virtue, and Bless at will at Character level.(10th)
Gain Fast Healing (5).
Protective Aura – 20’ radius nimbus of light that can be activated as a Free Action. Acts as a double strength Magic Circle against Evil and a Less Globe of Invulnerability.
HD Damage Reduction 5 / evil

Barbarian
Rage – 1/day
Fast Movement +10'

Cleric
Luck Domain - ‘Good Fortune’ once per day a single roll can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept.
Destiny Domain - A single attack, save, ability check, or skill check made by a willing creature other than yourself can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept. Usable once per day as an Immediate Action. You must be able to see the target.

Druid
Animal Companion (see below)
Nature Sense +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy
Woodland Stride - Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step - Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape
Venom Immunity - Immunity to all poisons.

Master of Many Forms
Shifter Speech – You may speak verbally regardless of the form you take. You may also communicate with other creatures of the same kind while in a Wild
Shape.
Improved Wild Shape (Humanoid, Giant, Monstrous Humanoid – You may now use Wild Shape to take the form of a Humanoid, Giant, or Monstrous Humanoid whose base hit dice are not greater than your hit dice.
Improved Wild Shape (Large) – Your Wild Shapes may now be up to Large-sized.
Fast Wild Shape – Wild Shape as a move action.

Ninja
Wisdom bonus to AC (+9). This bonus applies even when Flat-Footed, but not when immobilized, wearing any armor, using a shield, or when carrying a Medium (or heavier) load.
Ki Power – receive ½ Ninja level (min 1) + Wisdom modifier uses of your Ki powers each day. As long as you have at least one use left, you receive a +2 bonus on Will saves.
Ghost Step (invisible) – become Invisible for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity.
Sudden Strike +1d6 – When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC. May not be used to do non-lethal damage. May be used with a Melee weapon or a Ranged weapon within 30’.
Note: The main difference from Sneak Attack is that it does not applied to Flanked foes.
Trapfinding

Vow of Poverty
+7 AC doesn't effect touch attacks, doesn't stack with armor.
Exalted bonus feats at 1st level 2nd level and every 2 levels thereafter.
Endure Elements – no need for fortitude saves between -50 and 140 degrees.
+2 enhancement bonus to attack and damage rolls, good typed.
Sustenance – Doesn't need to eat or drink.
+1 Deflection bonus to AC
+1 Resistance bonus to all saving throws
+2 to a single ability score
+1 Natural Armor bonus
Mind Shielding - Immune to Detect Thoughts, Discern Lies, and any attempt to discern alignment
Damage Reduction – DR 5/evil


Animal Companion
Hopzeru, Fleshraker Dinosaur
M Animal HD 8d8+16 Init +6 Speed 50' AC 25 touch 15 flat 20 Base Attack +6 Grap +10 Attack +10 d6+4 Full 2 claws +10 d6+4 1 bite +5 d6+2 and tail +5 d6+2 and poison (cannot use bite and tail at same time) SA leaping pounce – full attack on charge, if hits M or smaller free trip attempt, if successful free grapple attempt. If trip fails opponent can't trip in return, if grapple fails opponent still prone. SA poison DC 14 d6 Dex/d6 Dex con save

Druid Spells

0 Detect Magic X4, Create Water, Cure Minor Wounds
1st EntangleX2, Obscuring Mist, Omen of Peril (CD,SC), Animate Wood, Wood Wose (CD,SC), Enrage Animal (SC)
2nd Blinding Spittle (PgtF), Gust of Wind, Lesser Restoration, Major Resistance (SS), Embrace the Wild (Cadv), Briar Web (CD,SC)
3rd Lion's Charge X2 (SC), Venomfire (Serpent Kingdoms), Hypothermia X2 (SC)
4th Flame strike, Blast of Sand (Sandstorm), Arc of Lightning (SC), Enhance Wild Shape X2 (SC)
5th Animal Growth, Baleful Polymorph X3

Cleric Spells

0 Cure Minor Wounds, Guidance X2
1st Sanctuary X2, Vigor, Hide from Undead

Equipment

loincloth

Favored Forms

Cave Troll
Init +5 Speed 50'
AC 46 (base 10 Dex +1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +11 Size -1 Flaw -1) Touch 19, Flat 45
Grapple +23
Attack: Claw +19 melee (2d6+9) (evil must save vs DC 14 or d6/2d6 Dex loss)
Full Attack: 2 Claws +19 melee (2d6+9) and Bite +17 (1d8+4) (evil must save vs DC 14 or d6/2d6 Dex loss)
Special Attacks: dazing blow(DC 22 fort save if 2 claws hit), pounce, improved grab (free grapple if bite hits), rake (+19 2d6+4 when grappling) and, rend (2d6+13 if 2 claws hit)
Special Abilities (if Enhance Wild Shape active): dark vision 90', fast heal 8, low-light vision, scent
Str 29 Dex 13 Con 30

Giant Octopus
Init +6 Speed 30'
AC 43 (base 10 Dex +2 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +7 Size -1 Flaw -1) Touch 20, Flat 41
Grapple +19
Attack: Tentacle rake +19 melee (d4+5) or bite +19 (d8+5)
Full Attack: 8 Tentacle Rakes +19 (d4+5) and Bite +17 (d8+2)
Special Attacks: improved grab (free grapple if tentacle hit M or smaller), constrict (2d8+6 when grappling m or smaller)
Special Abilities: ink cloud (20X20 darkness concealment 1/min), jet (move 200' backward as dbl move), +4 hide
Str 20 Dex 15 Con 16

Fleshraker Dinosaur
Init +7 Speed 60'
AC 44 (base 10 Dex +4 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +6 Size -1 Flaw -1) Touch 22, Flat 40
Grapple +13
Attack Claw +19 (d6+3+DC 14 d6/d6 poison)
Full Attack 2 Claws +19 (d6+3+DC 14 d6/d6 poison) and Tail +17 (d6+1+DC 14 d6/d6 poison)
Special Attack: leaping pounce (full attack plus rake on charge, free trip if damages same size or smaller, if trip successful free grapple which pins if successful), poison, rake (+12 d6+2)
Special Abilities: low-light vision, scent, +8 hide (+10 in forest), +6 jump
Str 17 Dex 19 Con 18
Note: the Venomfire spell is often used in this form (venom does an additional d6/level acid damage with each use)[/sblock]
Okay start posting in the IC thread.
 


Well, here's the interesting thing I wanted to ask...

The war weaver's eldritch tapestry allows him to expand the number of people included in the effects of a spell to a total equal to his Intelligence modifier up and above the normal allowed for the spell, so long as the spell has either the harmless designator or has willing targets. Since teleport has the willing targets thing and can be range touch to include others, it seems to mean that it would allow him to cast it through his eldritch tapestry and take everyone along.
 

Ferrix said:
Well, here's the interesting thing I wanted to ask...

The war weaver's eldritch tapestry allows him to expand the number of people included in the effects of a spell to a total equal to his Intelligence modifier up and above the normal allowed for the spell, so long as the spell has either the harmless designator or has willing targets. Since teleport has the willing targets thing and can be range touch to include others, it seems to mean that it would allow him to cast it through his eldritch tapestry and take everyone along.
I concur :D , infact they way I understand the War Weaver's Eldritch tapestry is that not only would Geron be able to use Teleport to affect all of his companions via his tapestry, but he could still bring up to 3 others along who aren't in his tapestry.

As such I'll update the IC thread to take this into account. :cool:
 

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