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Elymasti (reworked)
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<blockquote data-quote="Machiavelli" data-source="post: 3085146" data-attributes="member: 40964"><p>Are people just not seeing that the "spoiler" box contains everything in the Word document? Or if there's just too much reading, well then I'd like to point out that there is a section under all of the flavor paragraphs titled "Racial Traits", and under that there's alot of mechanical addenda, including the paragon class and racial weapons.</p><p></p><p>I'd really appreciate any advice, or praise for that matter, as the last time I posted this race the replies were VERY helpful.</p><p></p><p>-~-</p><p></p><p>I've stat'ed up a character sheet based on this race at 10th level, using the Druidic Avenger variant from Unearthed Arcana and some airborn feats from Races of the Wild. It ends up being a surprisingly good melee combatant so long as it has lots of manuvering room and can avoid ranged return-fire. Overall the race is looking balanced, though perhaps a little low on AC and HP.</p><p></p><p><em>32 point buy:</em> Str 14, Dex 15, Con 16-4, Int 8, Wis 10+4, Cha 10</p><p><em>Average HP:</em> 55</p><p>AC: 10 + 3 Ironwood Studded Leather + 2 Dex (+ 2 Ex. Dodge) = 15 (17)</p><p><em>Feats:</em></p><p>Endurance (from paragon class)</p><p>Diving Charge (RotW. +2d6 damage attacking at the end of at least a 30'long x 10'high dive)</p><p>Expeditious Dodge (RotW. +2 dodge bonus if moving 40' in a round; counts as Dodge prereq.)</p><p>Power Attack</p><p>Leap Attack (x2 PA damage at the end of a 10' long jump landing next to target. I figure diving from above would work just as well as jumping, but as a DM I would still require the jump check, DC 15 for landing a controlled 10' fall as per the PHB, to make this work)</p><p><em>Abilities:</em></p><p>Rage 2/day (as barbarian. Granted by Avenger variant)</p><p>Fast Movement (as barbarian. Base land speed 30ft. Granted by Avenger variant)</p><p>Woodland Stride</p><p>Trackless Step</p><p>Nature Sense</p><p>Wild Shape 3/day</p><p>Spells: 6 Orisons; 5 at 1st; 5 at 2nd; 4 at 3rd; 2 at 4th; 1 at 5th. Caster level 9th.</p><p>NO Animal Companion or Spontaneous Summoning; Wild Empathy checks -4 (Avenger variant)</p><p><em>BAB:</em> +8/+3</p><p>Alternatively, swapping 1 level of druid for 1 of fighter could allow for Extended Rage, or perhaps Mobility, with less spallcasting and 1 less rage and wildshape per day.</p><p></p><p>A dive-jump at a single target while power attacking the full 8 points, raging and wielding the bladed bracer 2-handed (bracing one leg with the other) does the following damage:</p><p>2d8 base while diving + (4 x 1.5) Str double-handed raging + (8 x 3) PA & Leap Attack + 2d6 Diving Charge = 46 average damage.</p><p>A critical (19-20x2) would be:</p><p>(2d8 + 6 + 24) x 2 + 2d6 = 85 average damage.</p><p>Sounds pretty normal for a 10th-level character using a non-magical weapon. The attack bonus for that roll would be a crappy +6 (Str & charging), you'd be vulnerable to setting against your charge, and you would land next to the opponent where you're open to attacks from his surviving comrads. Without magical items or buffs you'd have an AC of 17 and 20 temporary hitpoints added to your average 55 HP to resist their attacks. After that, you could make full attacks on the ground using +8/+3 for the bracer (but one-handed now) and +3 for your natural Talon weapon on the other leg. Or you could high jump into the air with a +8 bonus, then fly away.</p></blockquote><p></p>
[QUOTE="Machiavelli, post: 3085146, member: 40964"] Are people just not seeing that the "spoiler" box contains everything in the Word document? Or if there's just too much reading, well then I'd like to point out that there is a section under all of the flavor paragraphs titled "Racial Traits", and under that there's alot of mechanical addenda, including the paragon class and racial weapons. I'd really appreciate any advice, or praise for that matter, as the last time I posted this race the replies were VERY helpful. -~- I've stat'ed up a character sheet based on this race at 10th level, using the Druidic Avenger variant from Unearthed Arcana and some airborn feats from Races of the Wild. It ends up being a surprisingly good melee combatant so long as it has lots of manuvering room and can avoid ranged return-fire. Overall the race is looking balanced, though perhaps a little low on AC and HP. [I]32 point buy:[/I] Str 14, Dex 15, Con 16-4, Int 8, Wis 10+4, Cha 10 [I]Average HP:[/I] 55 AC: 10 + 3 Ironwood Studded Leather + 2 Dex (+ 2 Ex. Dodge) = 15 (17) [I]Feats:[/I] Endurance (from paragon class) Diving Charge (RotW. +2d6 damage attacking at the end of at least a 30'long x 10'high dive) Expeditious Dodge (RotW. +2 dodge bonus if moving 40' in a round; counts as Dodge prereq.) Power Attack Leap Attack (x2 PA damage at the end of a 10' long jump landing next to target. I figure diving from above would work just as well as jumping, but as a DM I would still require the jump check, DC 15 for landing a controlled 10' fall as per the PHB, to make this work) [I]Abilities:[/I] Rage 2/day (as barbarian. Granted by Avenger variant) Fast Movement (as barbarian. Base land speed 30ft. Granted by Avenger variant) Woodland Stride Trackless Step Nature Sense Wild Shape 3/day Spells: 6 Orisons; 5 at 1st; 5 at 2nd; 4 at 3rd; 2 at 4th; 1 at 5th. Caster level 9th. NO Animal Companion or Spontaneous Summoning; Wild Empathy checks -4 (Avenger variant) [I]BAB:[/I] +8/+3 Alternatively, swapping 1 level of druid for 1 of fighter could allow for Extended Rage, or perhaps Mobility, with less spallcasting and 1 less rage and wildshape per day. A dive-jump at a single target while power attacking the full 8 points, raging and wielding the bladed bracer 2-handed (bracing one leg with the other) does the following damage: 2d8 base while diving + (4 x 1.5) Str double-handed raging + (8 x 3) PA & Leap Attack + 2d6 Diving Charge = 46 average damage. A critical (19-20x2) would be: (2d8 + 6 + 24) x 2 + 2d6 = 85 average damage. Sounds pretty normal for a 10th-level character using a non-magical weapon. The attack bonus for that roll would be a crappy +6 (Str & charging), you'd be vulnerable to setting against your charge, and you would land next to the opponent where you're open to attacks from his surviving comrads. Without magical items or buffs you'd have an AC of 17 and 20 temporary hitpoints added to your average 55 HP to resist their attacks. After that, you could make full attacks on the ground using +8/+3 for the bracer (but one-handed now) and +3 for your natural Talon weapon on the other leg. Or you could high jump into the air with a +8 bonus, then fly away. [/QUOTE]
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