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Heroes, Inc Character Thread

Crimson
Female Elan Psion (Seer) 14

Alignment: Neutral Good
Height: 5' 2''
Weight: 95 lbs
Hair: Fiery Red
Eyes: Green
Age: 29, appears 21
XP: 91,000 xps – 2,480xps

Str: 10 (+0) [2 pts]
Dex: 18 (+4) [6 pts, +4 Gloves]
Con: 18 (+4) [6 pts, +4 Belt]
Int: 24 (+7) [8 pts, +3 levels, +6 Headband]
Wis: 14 (+2) [6 pts]
Cha: 10 (+0) [4 pts, -2 racial]

Class and Racial Abilities: -2 Cha, Aberration (no darkvision), medium size, naturally psionic (+2 power points), resistance (can spend 1 power point to gain +4 racial bonus to saving throws until next action), resilience (can reduce damage by 2 for every 1 power point she spends), repletion (can spend 1 power point and not need to eat or drink for 24 hours). Psionic powers, bonus feats (2), seer discipline.

Hit Dice: 4 + 13d4 + 56
HP: 99
AC: 21 (+4 Dex + 5 Armor + 2 Shield)
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fort +12 [+4 base, +4 Con, +4 cloak]
Refl +12 [+4 base, +4 Dex, +4 cloak]
Will +15 [+9 base, +2 Wis, +4 cloak]

Save Conditionals: Evasion

BAB/Grapple: +7/+2
Melee Atk: +7/+2 (1d4+2/s/19-20)
Ranged Atk: +11/+6 (1d4+2/s/19-20)

Attack Conditionals: +2d6 damage for 2 power points,

Skills:(Points 76 pts: 6 at 4pts/lvl; 8 at 5 pts/lvl; 3 at 6 pts/lvl)
Concentration +18 [14 ranks, +4 Con]
Gather Information +6 [6 ranks, +0 Cha]
Knowledge (arcana) +8 [2 ranks, +6 Int]
Knowledge (local) +12 [6 ranks, +6 Int]
Knowledge (religion) +8 [2 ranks, +6 Int]
Knowledge (psionics) +18 [12 ranks, +6 Int]
Listen +12 [10 ranks, +2 Wis]
Psicraft +19 [11 ranks, +6 Int, +2 synergy]
Speak Language [1 rank(cc)]
Spot +29 [17 ranks, +2 Wis, +10 competence(eye)]

Feats:
Psionic meditation (1st lvl) [move action to regard focus]
Empower psion (psion bonus 1st) [Expend Focus – x1.5 effects for +2 PPs]
Expand power [Metaphysical Weapon] (3rd lvl)
Craft universal item (psion bonus 5th)
Expand power [Energy Missile](6th lvl)
Expand power [Metamorphosis](9th lvl)
Expand power [Psionic Dominate](psion bonus 10th)
Maximize power (12th lvl) [Expend Focus – maximum effects for +4 PPs]

Languages: Celestial, Common, Draconic, Dwarven, Elven, Giant

Power Points Per Day: 221 = Psion 14th (170) + Int 24 (49) + 2 racial.

Powers Known
Save DC +7
1st - energy ray, force screen, inertial armor, metaphysical weapon (feat), offensive precognition, precognition.
2nd - energy missile(feat), identify, object reading, Clairvoyant sense, sensitivity to psychic impressions.
3rd - body adjustment, dispel psionics, time hop, touch sight.
4th - correspond, energy adaptation, freedom of movement, metamorphosis (feat), mind wipe, psionic dominate (feat), remote viewing.
5th - adapt body, power resistance, true seeing,
6th - disintegrate, greater precognition, temporal acceleration
7th - fate of one, mind blank – personal, phase door-psionic

Permanent Powers: Psionic Darkvision (8,625gp), Psionic tongues (5,150gp)

Equipment
Crimson Tear (+1 Deep Crystal Teleporting Dagger (9,302gp)
Mithral Chain Shirt +1 of Death Ward (10,100 gps)
Golden Circlet of Intellect +6 (crafted 1,440 xp, 18,000gp)
Impetuous Guard (hooded crimson cloak of resistance +4 (16,000gp)
Necklace of Adaptation (9,000gp)
Belt of Health +4 (16,000 gp)
Gloves of Dexterity +4 (crafted 640 xp, 8,000gp)
Third Eye - Aware (crafted 400 xp, 5,000gp)
Ring of Evasion (25,000gp)
Ring of Force shield (8,500gp)
Boots of Speed (6,000gp – loot)
Power stones
- Escape detection (375gp)
- Synesthete x3 (75gp)
- Psionic knock x2 (300gp)
- Mass Missive x2 (300gp)
- Body Purification (375gp)
Dorje
- Detect Psionics (50 charges) (750gp)

Bedroll 5sp
Acid (5 flasks) 50gp
Waterskin 1gp
50 ft. silk rope 10gp
Paper (10 sheets) 4gp
Ink (two vials) 16gp
Inkpen 1gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Explorer’s outfit 0gp [total 145,944.5gp]

Money
2,055 gp, 5 sp,

Appearance:
Crimson is a young looking redhead, normally fitted in dark clothes (blouse and pants or skirt) and nothing but a dagger to protect herself. She wears a reversible hooded cloak that is black or red, depending on whether she wants to stand out or not. Her hair rests in curls on her shoulders and her eyes are a sparkling green. Freckles adorn her face in a light dusting.

Personality:
Amiable but not overly so, Crimson is a long time member of a security company in Waterdeep. She takes her job very seriously, and when on the clock, her keen eyes and ears are always searching for trouble. She does have a bad habit of prying into others affairs, and has a curious nature about her. On the plus side, she is not a gossip, so often, whatever she finds stops with her. Crimson is eager to learn new powers and abilities, a fact that has been illustrated by her willingness to devote herself to powers outside her discipline as a seer

Background:
Born and raised in the large city of Waterdeep to a family of cobblers, Crimson was born Crystal Shoemaker. At a young age, her parents were given the opportunity to ‘give her up’ to an organization to give her a better life. Her parents happily agreed, and were richer because of the transaction. Crystal was happy in her new life, learning new things and getting away form the smell of the leather and life she lead. When her transformation into an Elan was complete, Crystal chose a new name, to signify the life she had left behind – Crimson.

She returned to Waterdeep and has had some contact with a few of the Elans also living in Waterdeep – but she has keep this contact to a minimum. She never returned to her parents, hoping all was well with them, but knowing that that life was past. She signed on with a security company in Waterdeep and has been working there for several years. A skilled seer with a keen eye is always highly valued in such organizations. Though she has been there several years, Crimson has not real desire to ‘move up the ranks’ of the organization – happy to ply her trade and enjoy the free time that her low rank in the organization provides.
 
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NAME: Alethia Sadiniel. (The White Fire Saint, The Flame of Mercy)
RACE: Female Aasimar (Lesser plane-touched: Saint)
ALIGN: Chaotic Good
DEITY: Selune
REGION: Narfel
CLASS: Cleric 12/Ranger 6

AGE: 25
HGT: 6FT
WGT: 150
BUILD: Slender and graceful
EYES: pale gold
HAIR: silvery white
SKIN: light golden brown

BASE STATS
(+1) STR: 13
(+2) DEX: 15
(+2) CON: 15
(+2) INT: 15
(+4) WIS: 19
(+4) CHA: 19

HP: 125
BAB: +15/+5
INIT: +2
FORT: +15
REFL: +11
WILL: +14

MELEE: +16/+6
RANGED: +17/+7

ARMOUR CLASS:
10 + 4 dexterity bonus +10 armour bonus +4 ring bonus +4 insight bonus= 32


CLASS SKILLS
— proficient with simple and martial weapons and with all armors/shields (save tower shields)
— Turn undead
— Spontaneous casting of healing and exalted spells
— Favored Enemy: corporeal Undead/Humans
— Combat Style Archery: rapid shot, many shot
— track
— animal companion
— endurance, wild empathy


RACIAL SKILLS
+2 Wisdom, +2 Charisma.
—Medium size.
—An aasimar’s base land speed is 30 feet.
—Darkvision: Aasimars can see in the dark up to 60 feet.
—Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
—Racial Feats: An aasimar gains feats according to its class levels.
—Special Attacks (see above): Daylight.
—Special Qualities: Resistance to acid 5, cold 5, and electricity 5.

SAINTHOOD ABILITIES
[sblock]
White Fire (SU): At will she can envelope herself with a pure white, nearly incandescent fire, which is the sanctified hell-fire that envelopes a Balor.
— These flames cause 6d6 points of fire damage to evil creatures.
— Nonevil creatures are not harmed by these flames.
— Good aligned creatures are healed by 6d6 hit points of damage if touched by the flames.
— She cannot heal herself with these flames.

—Telepathy

—Armour Class: A saint gains an insight bonus to AC equal to the characters Wisdom Bonus

—Holy Power (SU): The save DCs of any and all of the saints special attacks, including
spells as well as spell-like, supernatural and
extraordinary abilites are increased by +2

—Holy Touch (SU): A sait's entire being is suffused with holy power, which likewise flows
into any weapon the saint wields.
Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit
by a saint's attack.
A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of
holy damage against evil creatures and 1d8 points
against evil undead and evil outsiders.

—Spell Like Abilities: at will: guidance, resistance, virtue and bless.
A saint's caster level is equal to its Hit Die Total. The save DCs are charisma based.

—DAMAGE Reduction (EX): 10/evil

—FAST HEALING: Each rnd, a saint heals damage equal to half its HD (including character
levels to a maximum of 10 pts healed).
If the base creature already has fast healing, use the better value.

—Immunities (EX): a saint is immune to acid, cold, electricity and petrification attacks.

—Keen Vision (EX): saints have low light vision and 60ft dark vision

—Protective aura (SU): As a free action, a saint can surround herself with a nimbus of light
having a radius of 20 feet.
This acts as a double strength magic circle against evil and a lesser globe of
invulnerability, both cast by a cleric whose level equal to the saint's HD.

—Resistances (EX): Saints have resistance to fire 10 and recieve a +4 racial bonus on Fortitude Saves against poison.

—Tongues (SU): A saint can speak with any creature that has a language as though using a
tongues spell cast by a 14th lvl cleric. This ability is always active.

—Abilities: Modify the base creature as follows: Con +2, Wis: +2, Cha +4
[/sblock]


LANGUAGES
Common, Celestial, Damaran.Infernal, Abyssal. Elvish. Sylvan. Draconic. Halfling. Gnome. Anarchic. Goblin. UnderCommon. Drow

FEATS
[sblock]
(Regional Feat) Celestial Bloodline: cast protection from evil 3x per day & bless 1x per day at character lvl

Nimbus of Light (Exalted Deeds): A radiant cloud of light surrounds your body and beams of light swirl over your head, marking you a servant of the highest ideals. Good creatures automatically recognize the radiance as a sign of your devotion to the powers of good and you gain a +2 circumstance bonus to diplomancy and sense motive checks made when dealing with good creatures. The radiance sheds light as a common lamp, bright light to a radius of 5 feet and shadowy illumination to 10ft.

Holy Radiance (Exalted Deeds): At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius and shadowy illumination out to 20 feet. Undead within 10 feet of you take 1d4 points of damage pe round they remain within your halo.

Exalted Turning (Exalted Deeds): Any undead create that you turn takes 3d6 points of damage in addition to the normal turning effects

Sacred Boost (Complete Divine): You can channel positive energy to increase the power of cure wounds spells cast near you. You can spend a turn attempt as a standard action to place an aura of positive energy upon each creture within a 60ft burst. Any cure spell ast on one of these reatures before the end of your next turn is automatically maximized, with no adjustment to the spells level or casting time.

Flight (SU): While in flight, a pair of beautiful, glowing, translucent, feathery wings sprout from her back and disapear when she is not flying. Flight speed is 90. Good Manuverability.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll
Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Leadership
[/sblock]

SKILLS
[sblock]
(+18) SPEAK LANGUAGE
(+14) DIPLOMANCY
(+14) HANDLE ANIMAL
(+14) HEAL
(+12) HIDE
(+05) RIDE
(+07) KNOWLEDGE DUNGEONS
(+12) KNOWLEDGE NATURE
(+12) KNOWLEDGE RELIGION
(+14) LISTEN
(+14) SEARCH
(+11) SPOT
(+09) SURVIVAL
(+07) MOVE SILENTLY
[/sblock]

WEAPONS
[sblock]
LAMENT
+5 Composite Longbow Flaming, Feybane, Holy, Frost, Icy burst. Seeking

BANE OF ABARAX
+4 Holy Disruption Heavy Mace: those who hit you take 1d6 fire dmg. Those you hit take 2d6 fire damage. Associated with Abarax.
200 arrows (80 in her Elhonna's quiver, the rest stowed in normal quivers which are in turn stowed in her bag of holding)
[/sblock]


STAT BOOSTING ITEMS
[sblock]
+4 Black gloves of dexterity
+4 Cloak of charisma
+6 Headband of Wisdom
+4 Rams Head Belt bulk of Strength
+4 ring of protection
Boots of speed
[/sblock]

ARMOUR
[sblock]
+5 Elvish Chainmail. Glammoured. Aurorum, SoulFire.
This beautifully crafted mithril chainmail has strands of pure aurorum woven into it. This means that if the armour has been broken or damaged it will automatically reform if the broken pieces are brought together. The soulfire property renders the wearer immune to all death spells, death effects, energy drain and negative energy effects.
[/sblock]

MAGICAL ITEMS
[sblock]
Ring of feather falling
Amulet of Comprehend languages/Read magic
Periapt of Health, Adaptation and Wound Closure
Bag of holding 500 lbs
Ring of Mind Shielding
Decanter of endless water
Quiver of Ehlonna
2 flasks of Moonfire salve
Wand of Restoration
2 Wands of Cure Serious Wounds (50 charges left)
2 Wands of Cure Light Wounds (50 charges left)
5 Flasks of Jade Water (Page 35 BOED)
1 Flask of Purified coutl venom (Page 36 BOED)
2 Flasks of Unicorn blood (Page 36 BOED)
[/sblock]

EQUIPMENT
[sblock]
Armor Maintenence kit
Tolietry kit
Soap
Bolt Cutters
Fishing Tackle
Fowler's snare
Bag of Marbles
Mess Kit
Cooking Kit
Hand mill
Money belt
Percolator
Pestle and Mortar
Flint and Steel
Holy Water 15 vials
Bedroll and Blanket
Healer's Kit
10 sets of explorer's outfits
10 sets of cold weather outfits
10 sets of noble's outfits/Jewelry
10 sets of clerical vestments
Small steel mirror

PP: 400. GP: 130000. CP: 1000. CP: 1000
Silver ring, holy symbol inscribed.
2 Silver holy symbols, hidden
Elven Moon Drop Wine
Aleeian Wine, Elven
Frost Wine
2 Crystal wine glasses
[/sblock]

DOMAINS
[sblock]
PROTECTION
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

TRAVEL
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
[/sblock]

SPELLS
[sblock]

ORISONS 6
Prestidigitation x2
Create Water
Detect Magic
Detect Poison

FIRST LEVEL SPELLS: 6+1 (7+1)
Nimbus of light x3
Resurgence x4

SECOND LEVEL SPELLS: 5+1 (6+1)
Deific Vengeance
Augury
Calm Emotions
Lesser Restoration
Shatter
Status

THIRD LEVEL SPELLS: 5+1 (6+1)
Briar Web x2
Chain of eyes
Remedy moderate wounds
Searing Light
Invisibility Purge

FOURTH LEVEL SPELLS: 5+1
Mass Resurgance
Shape metal
Dismissal
Dimensional Anchor
Freedom of Movement

FIFTH LEVEL SPELLS: 3+1 (4+1)
Command, Greater
Break Enchantment
Flame Strike
Dispel Evil

SIXTH LEVEL SPELLS: 2+1 (3+1)
CometFall
Greater Dispel Magic
Undeath to Death

DOMAIN SPELLS
Moon Blade x3
Teleport x3
[/sblock]
 

Attachments

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So, I clearly have a ton of work to do on my character sheet, I just wanted to get it up here and get in the alternate line. (I guess I'm 3rd alt right now, correct?) So here he is:

Ethan d’Anconia
Human
Bard 3/ Ranger 2/ Harper Agent 5/ Sublime Chord 2/ Harper Paragon 1
HP:

Strength: 12
Dexterity: 14
Constitution: 12
Intelligence: 12
Wisdom: 12
Charisma: 16 (19 – three from leveling)

BaB: +8/+3
Melee:
Ranged:

AC: 10 + 2(dex) + (armor) + (shield) + deflection =

Initiative: +4 (+2 Dex, +2 Blooded Feat)

Fortitude: +5
Reflex: +9
Willpower: +10

Skills:

Feats:
Negotiator
Blooded (Region Feat - Silverymoon)
Point Blank Shot
Sacred Vow
Vow of Obedience
Leadership

Class abilities:
Bardic Music
Bardic Knowledge (and Harper Knowledge)
Countersong
Fascinate
Inspire Courage +1
Favored Enemy (Aberrations)
Track
Wild Empathy
Combat Style (Rapid Shot)
Denier's Luck
Lliera's Heart
Tymora's Smile
Lurue's Voice
Mystra's Boon
Song of Arcane Power
Aura of Good
Detect Evil

Full attack
Weapon – Attack Bonus
Damage:
Critical:

Spells/Day:
Spells Known:

Gold
Equipment
 

Nature's Allies

Augmented Tyrannosaurus
[sblock]Huge Animal
Hit Dice: 18d8+135 (216 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (–2 size, +1 Dex, +5 natural) touch 9, flat-footed 13
Base Attack/Grapple: +13/+32
Attack: Bite +22 melee (3d6+16)
Full Attack: Bite +22 melee (3d6+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +18, Ref +12, Will +8
Abilities: Str 32, Dex 12, Con 25, Int 2, Wis 15, Cha 10
Skills: Hide –2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Alignment: Neutral

Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.

Combat
A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite.

Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.[/sblock]
Augmented Greater Earth Elemental
[sblock]Huge Elemental (Earth, Extraplanar)
Hit Dice: 21d8+147 (241 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+35
Attack: Slam +25 melee (2d10+12)
Full Attack: 2 slams +25 melee (2d10+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Earth mastery, push
Special Qualities: Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits
Saves: Fort +19, Ref +6, Will +9
Abilities: Str 35, Dex 8, Con 25, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.

Earth elementals speak Terran but rarely choose to do so.

Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes
Greater 36 ft. 54,000 lb.[/sblock]
Augmented Huge Earth Elemental
[sblock]Huge Elemental (Earth, Extraplanar)
Hit Dice: 16d8+112 (184 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+31
Attack: Slam +21 melee (2d10+11)
Full Attack: 2 slams +21 melee (2d10+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: Earth mastery, push
Special Qualities: Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits
Saves: Fort +17, Ref +4, Will +7
Abilities: Str 33, Dex 8, Con 25, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Alignment: Neutral

When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.

Earth elementals speak Terran but rarely choose to do so.

Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes
Huge 32 ft. 48,000 lb.[/sblock]
Augmented Dire Wolf
[sblock]Large Animal
Hit Dice: 6d8+30 (57 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+17
Attack: Bite +13 melee (1d8+13)
Full Attack: Bite +13 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Alignment: Neutral

Dire wolves are efficient pack hunters that will kill anything they can catch.

Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

Combat
Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]
 
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Elementals taking steroids again?

Why not the T. rex? I can just see everyone running around screaming "Godzilla!" Thats how it would play out in my old group. :p

Torqumada
 

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