Jemal said:
ER.. now onto the big problem..
Fangor - oh my god, I don't know how I missed that... PseudoDRAGON.. flight... *$%#! I don't know how to say this, but I'd completely glazed over on the fact that you could fly... I wasn't allowing flying in this campaign for the exact reason you've described as your fighting and scouting style... I don't know how I missed it before, but I was intending for the party to have no means of easily accessing the *vertical axis* until they gained the airship.
oy.... OK, anybody have any ideas? I'd specifically stated earlier in the thread on a few occasions that I didn't want ANY flying characters, but I guess it is a lot to read through, and hence easy to miss. HELP?!?!? I'm completely at a loss for how to fix this without negating his whole character concept.
Ok, I don't mind the work, as I think I might have an alternative. Here he is:
[sblock=Deinonychus (Dinosaur) General Info]
PROS - Speed 60', +5 Nat Armor, Full Attack of Talon/2Claws/Bite, Pounce, Low Light Vision, Scent, +8STR(Prime), +4DEX, +8CON, +2WIS, +8 to Hide/Jump/Listen/Spot/Survival, Charisma starts at 10 to better aid in Dragon Shaman ability (HEAL)
CONS - -8INT, No Speech, weighs around 600lbs[/sblock]
The ECL of this guy would be lower than the Pseudodragon. Pseudodragon was ECL5, This guy is ECL4. I kept him at no monster levels/racial HD, and went with straight Dragon Shaman 8 levels. Also, the INT is listed as -2 to start, due to racial modifier. I don't mind, as I spent a lot of those points to get him up to 10. Stats are high, but he has no speech, but the intelligence to understand common now, with INT of 10. Hell, he might be able to understand a lot more, after seeing that intelligent creatures have INT3 to understand commands. Maybe he can draw symbols in the dirt now, lol.
[sblock=Sly Character Sheet]
Sly – Deinonychus (Dragon) / Dragon Shaman 8
Strength: 26 (+8) (Prime, +8 Racial)
Dexterity: 16 (+3) (+1 Start, +4 Racial, +1 Stat Increase)
Constitution: 18 (+4) (+8 Racial)
Intelligence: 10 (+0) (+7 Start, -8 Racial, +1 Stat Increase)
Wisdom: 12 (+1) (+2 Racial)
Charisma: 18 (+4) (+6 Start, +2 Item)
Size/Type: Medium Animal
Hit Dice: 8d10+32 ( hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 19 (+3 Dex, +6 Racial/Class), touch 12, flat-footed 16
Base Attack: +6/+1
Grapple: +14
Attack: Talons +14 melee (1d8+8)
Full Attack: Talons +14/+9 melee (1d8+8) and 2 foreclaws +9 melee (1d3+4) and bite +9 melee (2d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Pounce (Ex): If a deinonychus charges, it can make a full attack.
Special Qualities:
+8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Low-light vision
Scent
Natural Armor +5
Class Abilities:
Draconic Aura +2 (5 Auras: Acid Energy Shield, Power, Acid Resistance 10, Senses, Vigor Fast Healing 2)
Totem Dragon: Black Dragon
Skill Focus: Move Silently, Hide
Draconic Adaptation: Water Breathing
Breath Weapon: Line of Acid (30’ line, *5d6dmg, 1d4 rounds, DC18: 10+1/2DrSh level+Con Mod)
Draconic Resolve: Immune to sleep and Paralysis and Frightful Presence of Dragons
Touch of Vitality: (Heal wounds with Standard Action of 64hp: 2xDrSh Lvl xCha Mod per day)
Natural Armor Increase +1
Saves:
Fort +12 (6 base, +4 ability, +2 Vest)
Ref +7 (2 base, +3 ability, +2 Vest)
Will +9 (6 base, +1 ability, +2 Vest)
Skills: 16 Points (4 at 1st, 1/lvl for 2nd, 3rd, then 2/lvl for 4th, 5th, 6th, 7th, 8th) Max13/6.5 (*=Cross Class)
Climb +8 (+8 Ability)
Craft +0 (+0 Ability)
Hide +18 (4 Ranks, +8 Racial, +3 Ability, +3 Class)
Intimidate +4 (+4 Ability)
*Jump +28 (+8 Racial, +12 Speed, +8 Ability)
Knowledge +0 (+0 Ability)
*Listen +8 (+8 Racial)
Move Silently +18 (12 Ranks, +3 Ability, +3 Class)
Search +0 (+0 Ability)
*Spot +11 (+8 Racial, +1 Ability, +2 Item)
*Survival +9 (+8 Racial, +1 Ability)
Swim +8 (+8 Ability)
Feats:
3 Feats Not chosen yet…
Can go Expeditious Dodge/Mobility/Spring attack route, or this one:
Powerful Charge (+1d8dmg for Charge)
Fleet of Foot (Charge with 90 degree turn with light armor/light load)
Expeditious Dodge (+2 Dodge Bonus to AC if move at least 40’ per round)
Weight Carried: Light Load
Light Load: Up to 306
Medium Load: Up to 613
Heavy Load: Up to 920
Items: (3150gp left)
Head: Crown of Flames, +2Cha, 1/day, red flaming Fire Shield, 5rnds, Im/Men, 8500gp
Face: Third Eye Dampening (Next power/spell to min die rolls, 1/day) Im/Men 2500gp
Neck: Wyrmfang Amulet (Overcome DR/Magic) 1350gp 1lb
Shoulders: Vanisher Cloak (3Charges/day, Invisibility) St/Men 2500gp 1lb
Torso: Vest of Resistance +2 (+2 to all saves) 4000gp 1lb
Body: ---------
Wrists/Arms: Caduceus Bracers, Healing Points exchanged for Ability Points, 5for1, 2000gp 1lb
Hands: Gloves of Fortune Striking, Reroll 1 attack/day, Imm/Men, 2000gp
Finger: Stormfire Ring, Faerie Fire, 5rnds, 1d6 elec dmg, 5/day, St/Men, 4000gp
Finger: Ring of Counterspells, Counter Spell stored in ring (Ray of Enfeeblement), 4000gp
Waist: Dragon Spirit Cincture (Breath weapon increases 1die) 2000gp
Feet: ---------
[/sblock]
So, I still get the mascot feel, got a nice lizard type fighter, with either jumping/pouncing charges, or spring attacking combat tactician. He's got the ability to heal others when needed, and he's more of a Final Fantasy fighter/animal warrior, as he can keep up with the others. He doesn't speak, and I don't know of a way to fix that. Perhaps that could be his own little special power, speech? I don't want to give him boots/sandals, as he needs his talons to fight. I figure he can wear fingerless gloves as stated, and rings as well. Items look to be pretty much done, got a little money left, will spend when I can find some cool stuff.
I don't think this guy is going to be doing any ranged attacks, as I don't think he should be able to throw items very well with his arms. He might be able to hold spears and such, merely hefting them in place to charge with them are stab. Other melee weapons such as swords, or anything that requires dexterious arms would not be needed, as I don't see him as that type of fighter.
So, what do you think?