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<blockquote data-quote="Dragonwriter" data-source="post: 5593923" data-attributes="member: 54988"><p><strong>Arsa Stingheart, Halfling Desert Druid</strong></p><p></p><p>[sblock=Arsa of the Stingheart Tribe]</p><p>[sblock=Game Info]</p><p>Race: Halfling (Outrider Alternate Racial Trait)</p><p>Class: Desert Druid (Druid – Desert Archetype)</p><p>Level: 2</p><p>Alignment: Neutral</p><p>Languages: Common, Halfling</p><p>Deity: Chelicera[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 14 (10 points -2 racial)</p><p>DEX: 14 (2 points +2 racial)</p><p>CON: 14 (5 points)</p><p>INT: 10 (0 points)</p><p>WIS: 16 (10 points)</p><p>CHA: 10 (-2 points +2 racial)</p><p>[/sblock]</p><p>[sblock=Combat]</p><p>HP: 18 = [2d8=14] + 4 (CON) + 0 (misc) + 0 (favored class)</p><p>AC: 22 = 10 + 7 (armor) + 2 (shield) + 2 (DEX) + 1 (misc)</p><p>AC Touch: 13 = 10 + 2 (DEX) + 1 (misc)</p><p>AC Flatfooted: 20 = 10 + 7 (armor) + 2 (shield) + 1 (misc)</p><p>INIT: +4 (+5) = +2 (DEX) + 2 (misc) (+1 if in desert, Desert Native class feature)</p><p>BAB: +1 = +1 (Druid)</p><p>CMB: +2 = +2 (STR) + 1 (BAB) - 1 (size)</p><p>CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 1 (BAB) - 1 (size)</p><p>Fort: +6 = +3 (base) + 2 (CON) + 1 (racial)</p><p>Reflex: +3 = +0 (base) + 2 (DEX) + 1 (racial)</p><p>Will: +7 = +3 (base) + 3 (WILL) + 1 (racial)</p><p>Speed: 15 ft (20 ft. base)</p><p>Damage Reduction: 0</p><p>Spell Resistance: 0</p><p>Spell Failure: 0[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Shortspear(melee): +4 = +1 (BAB) +2 (STR) +1 (size)/1d4+2 (P), Crit x2</p><p>Shortspear(range): +4 = +1 (BAB) +2 (DEX) +1 (size)/1d4+2 (P), Crit x2, Range 20'</p><p>Scimitar(melee): +4 = +1 (BAB) +2 (STR) +1 (size)/1d4+2 (S), Crit 18-20x2</p><p>[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 Dex, +2 Cha, -2 Str</p><p>Small size, slow speed</p><p>Fearless: +2 racial bonus on saves against fear. Stacks with Halfling Luck.</p><p>Halfling Luck: +1 racial bonus all saving throws.</p><p> Outrider: +2 racial bonus on Handle Animal and Ride checks. Replaces Sure-Footed.</p><p>Weapon Familiarity: proficient with slings, treat any weapon with “Halfling” in name as martial[/sblock]</p><p>[sblock=Class Features]</p><p>Nature Bond – Animal Companion (Scorpion)</p><p>Spontaneous Casting: can sacrifice any prepared spell to cast Summon Nature’s Ally of the same spell level.</p><p>Nature Sense: +2 bonus on Knowledge (nature) and Survival checks.</p><p>Wild Empathy: +2 Diplomacy for animals. -2 for magical beasts.</p><p>Desert Native: +1/2 level as bonus on Initiative, Knowledge (geography), Perception, Stealth and Survival checks if within Desert environment. Also cannot be tracked in a desert.</p><p>[/sblock]</p><p>[sblock=Feats & Traits]</p><p>1st lvl-Mounted Combat</p><p>3rd lvl-</p><p></p><p>Traits:</p><p>a) Reactionary: +2 Trait bonus on Initiative checks.</p><p>b) Focused Mind: +2 Trait bonus on concentration checks.[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 10 = [4 (class) + 00 (INT)] x 02 (LvL) + 00 (misc) + 02 (Favored Class)</p><p>Max Ranks: 02</p><p>ACP: -5</p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>-03 =()Climb +02 +00 +0 +00 -5 STR</p><p>+00 =()Craft:_____ +00 +00 +0 +00 INT</p><p>-03 =()Fly +02 +00 +0 +00 -5 DEX</p><p>+07 =()Handle Animal^ +00 +02 +3 +02 CHA</p><p>+07 =()Heal +03 +01 +3 +00 WIS</p><p>+na =()Know:Geography^ +00 +00 +0 +00 INT</p><p>+04 =()Know:Nature^ +00 +01 +3 +00 INT</p><p>+08 =()Perception +03 +02 +3 +00 WIS</p><p>+na =()Profession^:_____ +03 +00 +0 +00 WIS</p><p>+04 =()Ride +02 +02 +3 +02 -5 DEX</p><p>+na =()Spellcraft^ +00 +00 +0 +00 INT</p><p>+08 =()Survival +03 +02 +3 +00 WIS</p><p>-03 =()Swim +02 +00 +0 +00 -5 STR</p><p> [/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>Spellcasting (Druid CL 1, DC 13+lvl)</p><p>Regularly Prepared Spells:</p><p>0 (4)- Create Water, Light, Purify Food and Drink, Stabilize</p><p>1 (3)- Cure Light Wounds, Entangle, Magic Fang</p><p>[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>+1 Scorpionback (Chitin) Breastplate 1,700 GP 15 lbs</p><p>Heavy Wooden Shield 7 GP 5 lbs</p><p>Shortspear 1 GP 1.5 lbs</p><p>Scimitar 15 GP 2 lbs</p><p>Hot Weather Outfit (free)</p><p>Holly and Mistletoe 0 GP 0 lbs</p><p>Holy Symbol (Chelicera) 1 GP 0 lbs</p><p>Spell Component Pouch 5 GP 2 lbs</p><p>Tattoo 20 GP</p><p>Backpack 2 GP .5 lbs</p><p>Trail Rations (2) 1 GP .5 lbs</p><p>Wand of Cure Light Wounds (50, CL 1) 750 GP 0 lbs</p><p>Potion of CLW (2, CL 1) 100 GP</p><p></p><p>(On Mount)</p><p>Mithral Chain Shirt Barding 1100 GP 12.5 lbs</p><p>Exotic Military Saddle 60 GP 30 lbs</p><p>Saddlebags 4 GP 8 lbs</p><p>Trail Rations (8) 4 GP 2 lbs</p><p></p><p>Total weight carried: 27.5 lbs</p><p>[/code]</p><p>Treasure: 220 gp, sp, cp Gems:</p><p></p><p><u>Carrying Capacity:</u></p><p>light- 0-43</p><p>medium- 44-87</p><p>heavy- 88-130 [/sblock]</p><p>[sblock=Details]</p><p>Size: Small</p><p>Gender: Male</p><p>Age: 28</p><p>Height: 3’2”</p><p>Weight: 35 lbs</p><p>Hair Color: light sandy brown</p><p>Eye Color: green</p><p>Skin Color: dark tan</p><p>Appearance: Arsa is unremarkable for a desert Halfling, at first glance. He wears the comfortable and common light-colored desert robes, with the addition of a stylized scorpion mask. The body of the little creature covers his forehead while each arm and pincer curves out and around his eye until it comes to rest on his cheek. The tail is pulled back over his head. His green eyes peer out from behind the grim facial cover, always with a distinct air of uncaring. His sandy brown hair is kept short and he has not facial hair of any sort. A tattoo of a scorpion’s tail runs up his neck, with the stinger inked into his chin. A pincer tattoo adorns the back of each hand. If one were to remove Arsa’s robes, they would see the rest of the tattoo – a large scorpion covering his chest with the aforementioned limbs leading to his endpoints.</p><p>Demeanor: Arsa Stingheart is generally terse. He is a fairly reasonable person (for a worshipper of Chelicera), but his cold speech and lack of tact can make him seem a far more cruel individual than he is. It doesn’t help that he mainly sees people as either useful to his survival or as threats to it. Shades of grey has little meaning to him.[/sblock] </p><p>[sblock=Background]</p><p>Arsa’s life up to now has been fairly average for his people. The only unusual thing in his youth was his choice to follow the druidic path of Chelicera, and even that is reasonably common among the Halfling tribes. He endured the three stings of the rite and Chelicera saw fit to send one of her arachnid children to be his ally. Since then, Arsa and Tox (the name of the scorpion) have learned the ways of the Stinging Queen and served the Stingheart Tribe. But Chelicera called him away… and her call led him to the city.</p><p>[/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 2</p><p>Class: Druid 2</p><p>BAB: +0 to +1</p><p>Fort: +2 to +3</p><p>Ref: +0 to +0</p><p>Will: +2 to +3</p><p>Feat: none</p><p>Class Features: Desert Native (+1/2 level as bonus on Initiative, Knowledge (geography), Perception, Stealth and Survival checks if within Desert environment. Also cannot be tracked in a desert.)</p><p>HP: +8 = (1d8 - 2 = 6) + 2 [CON] + 10 (Old Total) = 18 (new total)</p><p>Skill Ranks: +05 = +04 (Class) + 1 (misc) + 5 (Old Total) = 10 (new total)</p><p>Skills: +1 Handle Animal, +1 Heal, +1 Perception, +1 Ride, +1 Survival.</p><p>Favored Class Bonus: Skill Point (already factored into above info)[/sblock] </p><p>[sblock=Animal Companion Tox]</p><p>[code]</p><p>Medium Vermin – Giant Scorpion</p><p>Init +1; Senses: Darkvision; Tremorsense 30 ft; </p><p></p><p>--------------------</p><p>DEFENSE</p><p>--------------------</p><p>AC 16 AC (T) 11 AC (FF) 15 (+4 armor, +1 DEX, +1 Natural)</p><p>HP 16 (2d8+2 CON)</p><p>Fort +4, Ref +4, Will +1</p><p></p><p>--------------------</p><p>OFFENSE</p><p>--------------------</p><p>Speed 40 ft.</p><p>Attacks: Melee 2 Claws +2 for 1d4 damage plus Grab and sting -3 for 1d4 plus poison</p><p>Space 5 ft.; Reach 5 ft.</p><p></p><p>--------------------</p><p>STATISTICS</p><p>--------------------</p><p>Str 11, Dex 12, Con 12, Int -, Wis 10, Cha 2</p><p>BAB +2; CMB +2; CMD 13 (25 vs. Trip)</p><p>Mindless</p><p>--------------------</p><p>SPECIAL ABILITIES</p><p>--------------------</p><p>Darkvision 60 ft.</p><p>Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.</p><p>Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (vermin).</p><p></p><p>--------------------</p><p>Tricks (1+1 Bonus)</p><p>--------------------</p><p>Attack, Come</p><p> [/code]</p><p>[/sblock] [/sblock]</p><p></p><p>[sblock=Chitin Armor]</p><p>From the 3.5 sourcebook <u>Races of the Dragon</u>.</p><p>Chitin is less restricting than metal, even though it weighs the same amount. The maximum Dexterity bonus of an armor or shield made of chitin is 1 greater than that of the same type of armor made from metal. Breastplates, half-plate armor, full plate armor and shields can be made from chitin. (Typically, the only kind of shield crafted from Chitin is a tower shield, since most shields don't have a maximum Dexterity bonus.)</p><p>A single giant beetle provides enough material to create a single breastplate or tower shield sized for a character of the same size category as the beetle. <SNIP> A suit of half-plate or full plate armor takes twice as much chitin, while a light shield or heavy shield takes half as much. (A chitin buckler can be made from the cast-off bits of any giant beetle.) The chitin from multiple giant beetles can be combined.</p><p>Because chitin armor isn't made from metal, druids can wear it without penalty. Armor and shields fashioned from chitin are always masterwork items; the masterwork cost is included in the prices given below. Chitin armor or shields cost double what masterwork armor of that type ordinarily costs, but take no longer to make than ordinary armor of that type.</p><p>Chitin armor has 10 hit points per inch of thickness and hardness 5.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Dragonwriter, post: 5593923, member: 54988"] [b]Arsa Stingheart, Halfling Desert Druid[/b] [sblock=Arsa of the Stingheart Tribe] [sblock=Game Info] Race: Halfling (Outrider Alternate Racial Trait) Class: Desert Druid (Druid – Desert Archetype) Level: 2 Alignment: Neutral Languages: Common, Halfling Deity: Chelicera[/sblock] [sblock=Abilities] STR: 14 (10 points -2 racial) DEX: 14 (2 points +2 racial) CON: 14 (5 points) INT: 10 (0 points) WIS: 16 (10 points) CHA: 10 (-2 points +2 racial) [/sblock] [sblock=Combat] HP: 18 = [2d8=14] + 4 (CON) + 0 (misc) + 0 (favored class) AC: 22 = 10 + 7 (armor) + 2 (shield) + 2 (DEX) + 1 (misc) AC Touch: 13 = 10 + 2 (DEX) + 1 (misc) AC Flatfooted: 20 = 10 + 7 (armor) + 2 (shield) + 1 (misc) INIT: +4 (+5) = +2 (DEX) + 2 (misc) (+1 if in desert, Desert Native class feature) BAB: +1 = +1 (Druid) CMB: +2 = +2 (STR) + 1 (BAB) - 1 (size) CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 1 (BAB) - 1 (size) Fort: +6 = +3 (base) + 2 (CON) + 1 (racial) Reflex: +3 = +0 (base) + 2 (DEX) + 1 (racial) Will: +7 = +3 (base) + 3 (WILL) + 1 (racial) Speed: 15 ft (20 ft. base) Damage Reduction: 0 Spell Resistance: 0 Spell Failure: 0[/sblock] [sblock=Weapon Stats] Shortspear(melee): +4 = +1 (BAB) +2 (STR) +1 (size)/1d4+2 (P), Crit x2 Shortspear(range): +4 = +1 (BAB) +2 (DEX) +1 (size)/1d4+2 (P), Crit x2, Range 20' Scimitar(melee): +4 = +1 (BAB) +2 (STR) +1 (size)/1d4+2 (S), Crit 18-20x2 [/sblock] [sblock=Racial Traits] +2 Dex, +2 Cha, -2 Str Small size, slow speed Fearless: +2 racial bonus on saves against fear. Stacks with Halfling Luck. Halfling Luck: +1 racial bonus all saving throws. Outrider: +2 racial bonus on Handle Animal and Ride checks. Replaces Sure-Footed. Weapon Familiarity: proficient with slings, treat any weapon with “Halfling” in name as martial[/sblock] [sblock=Class Features] Nature Bond – Animal Companion (Scorpion) Spontaneous Casting: can sacrifice any prepared spell to cast Summon Nature’s Ally of the same spell level. Nature Sense: +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy: +2 Diplomacy for animals. -2 for magical beasts. Desert Native: +1/2 level as bonus on Initiative, Knowledge (geography), Perception, Stealth and Survival checks if within Desert environment. Also cannot be tracked in a desert. [/sblock] [sblock=Feats & Traits] 1st lvl-Mounted Combat 3rd lvl- Traits: a) Reactionary: +2 Trait bonus on Initiative checks. b) Focused Mind: +2 Trait bonus on concentration checks.[/sblock] [sblock=Skills] Skill Ranks: 10 = [4 (class) + 00 (INT)] x 02 (LvL) + 00 (misc) + 02 (Favored Class) Max Ranks: 02 ACP: -5 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP -03 =()Climb +02 +00 +0 +00 -5 STR +00 =()Craft:_____ +00 +00 +0 +00 INT -03 =()Fly +02 +00 +0 +00 -5 DEX +07 =()Handle Animal^ +00 +02 +3 +02 CHA +07 =()Heal +03 +01 +3 +00 WIS +na =()Know:Geography^ +00 +00 +0 +00 INT +04 =()Know:Nature^ +00 +01 +3 +00 INT +08 =()Perception +03 +02 +3 +00 WIS +na =()Profession^:_____ +03 +00 +0 +00 WIS +04 =()Ride +02 +02 +3 +02 -5 DEX +na =()Spellcraft^ +00 +00 +0 +00 INT +08 =()Survival +03 +02 +3 +00 WIS -03 =()Swim +02 +00 +0 +00 -5 STR [/code][/sblock] [sblock=Spellcasting] Spellcasting (Druid CL 1, DC 13+lvl) Regularly Prepared Spells: 0 (4)- Create Water, Light, Purify Food and Drink, Stabilize 1 (3)- Cure Light Wounds, Entangle, Magic Fang [/sblock] [sblock=Equipment] [code] Equipment Cost Weight +1 Scorpionback (Chitin) Breastplate 1,700 GP 15 lbs Heavy Wooden Shield 7 GP 5 lbs Shortspear 1 GP 1.5 lbs Scimitar 15 GP 2 lbs Hot Weather Outfit (free) Holly and Mistletoe 0 GP 0 lbs Holy Symbol (Chelicera) 1 GP 0 lbs Spell Component Pouch 5 GP 2 lbs Tattoo 20 GP Backpack 2 GP .5 lbs Trail Rations (2) 1 GP .5 lbs Wand of Cure Light Wounds (50, CL 1) 750 GP 0 lbs Potion of CLW (2, CL 1) 100 GP (On Mount) Mithral Chain Shirt Barding 1100 GP 12.5 lbs Exotic Military Saddle 60 GP 30 lbs Saddlebags 4 GP 8 lbs Trail Rations (8) 4 GP 2 lbs Total weight carried: 27.5 lbs [/code] Treasure: 220 gp, sp, cp Gems: [U]Carrying Capacity:[/U] light- 0-43 medium- 44-87 heavy- 88-130 [/sblock] [sblock=Details] Size: Small Gender: Male Age: 28 Height: 3’2” Weight: 35 lbs Hair Color: light sandy brown Eye Color: green Skin Color: dark tan Appearance: Arsa is unremarkable for a desert Halfling, at first glance. He wears the comfortable and common light-colored desert robes, with the addition of a stylized scorpion mask. The body of the little creature covers his forehead while each arm and pincer curves out and around his eye until it comes to rest on his cheek. The tail is pulled back over his head. His green eyes peer out from behind the grim facial cover, always with a distinct air of uncaring. His sandy brown hair is kept short and he has not facial hair of any sort. A tattoo of a scorpion’s tail runs up his neck, with the stinger inked into his chin. A pincer tattoo adorns the back of each hand. If one were to remove Arsa’s robes, they would see the rest of the tattoo – a large scorpion covering his chest with the aforementioned limbs leading to his endpoints. Demeanor: Arsa Stingheart is generally terse. He is a fairly reasonable person (for a worshipper of Chelicera), but his cold speech and lack of tact can make him seem a far more cruel individual than he is. It doesn’t help that he mainly sees people as either useful to his survival or as threats to it. Shades of grey has little meaning to him.[/sblock] [sblock=Background] Arsa’s life up to now has been fairly average for his people. The only unusual thing in his youth was his choice to follow the druidic path of Chelicera, and even that is reasonably common among the Halfling tribes. He endured the three stings of the rite and Chelicera saw fit to send one of her arachnid children to be his ally. Since then, Arsa and Tox (the name of the scorpion) have learned the ways of the Stinging Queen and served the Stingheart Tribe. But Chelicera called him away… and her call led him to the city. [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 2 Class: Druid 2 BAB: +0 to +1 Fort: +2 to +3 Ref: +0 to +0 Will: +2 to +3 Feat: none Class Features: Desert Native (+1/2 level as bonus on Initiative, Knowledge (geography), Perception, Stealth and Survival checks if within Desert environment. Also cannot be tracked in a desert.) HP: +8 = (1d8 - 2 = 6) + 2 [CON] + 10 (Old Total) = 18 (new total) Skill Ranks: +05 = +04 (Class) + 1 (misc) + 5 (Old Total) = 10 (new total) Skills: +1 Handle Animal, +1 Heal, +1 Perception, +1 Ride, +1 Survival. Favored Class Bonus: Skill Point (already factored into above info)[/sblock] [sblock=Animal Companion Tox] [code] Medium Vermin – Giant Scorpion Init +1; Senses: Darkvision; Tremorsense 30 ft; -------------------- DEFENSE -------------------- AC 16 AC (T) 11 AC (FF) 15 (+4 armor, +1 DEX, +1 Natural) HP 16 (2d8+2 CON) Fort +4, Ref +4, Will +1 -------------------- OFFENSE -------------------- Speed 40 ft. Attacks: Melee 2 Claws +2 for 1d4 damage plus Grab and sting -3 for 1d4 plus poison Space 5 ft.; Reach 5 ft. -------------------- STATISTICS -------------------- Str 11, Dex 12, Con 12, Int -, Wis 10, Cha 2 BAB +2; CMB +2; CMD 13 (25 vs. Trip) Mindless -------------------- SPECIAL ABILITIES -------------------- Darkvision 60 ft. Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (vermin). -------------------- Tricks (1+1 Bonus) -------------------- Attack, Come [/code] [/sblock] [/sblock] [sblock=Chitin Armor] From the 3.5 sourcebook [u]Races of the Dragon[/u]. Chitin is less restricting than metal, even though it weighs the same amount. The maximum Dexterity bonus of an armor or shield made of chitin is 1 greater than that of the same type of armor made from metal. Breastplates, half-plate armor, full plate armor and shields can be made from chitin. (Typically, the only kind of shield crafted from Chitin is a tower shield, since most shields don't have a maximum Dexterity bonus.) A single giant beetle provides enough material to create a single breastplate or tower shield sized for a character of the same size category as the beetle. <SNIP> A suit of half-plate or full plate armor takes twice as much chitin, while a light shield or heavy shield takes half as much. (A chitin buckler can be made from the cast-off bits of any giant beetle.) The chitin from multiple giant beetles can be combined. Because chitin armor isn't made from metal, druids can wear it without penalty. Armor and shields fashioned from chitin are always masterwork items; the masterwork cost is included in the prices given below. Chitin armor or shields cost double what masterwork armor of that type ordinarily costs, but take no longer to make than ordinary armor of that type. Chitin armor has 10 hit points per inch of thickness and hardness 5. [/sblock] [/QUOTE]
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