Jodus and the Worldstone - Characters (Updated 4-18-05)

Insight

Adventurer
This thread will see the stat breakdowns of characters from the Story Hour, "Jodus and the Worldstone".

Cast of Characters (Thus Far)
  • Jodus the Wanderer (Character Sheet Below - Updated as of 4-15-05)
  • Neroa, Animal Companion (Character Sheet Below - Updated as of 4-15-05)

More characters will be added, time permitting, once they have appeared in the story. Should you have any requests for additional characters, let me know!
 
Last edited:

log in or register to remove this ad

Jodus the Wanderer
Human/Half-Celestial (Outsider[Good]) Druid 18
Neutral Good

Ability Scores
STR 17 (+3)
DEX 18 (+4) (+3 in Armor)
CON 19 (+4) (25 with Amulet; +7 bonus)
INT 16 (+3)
WIS 23 (+6)
CHA 22 (+6)

AC 35 (+3 Dex, +10 Armor, +7 Shield, +4 Deflection; +1 Natural)
HP 157 (18d8+72) (211 with Amulet)
Fort +15 (+23 with Amulet & Cloak)
Ref +9 (+14 with Cloak)
Will +17 (+22 with Cloak)
BAB +13/+8/+3
Move 30 base (20 in Armor), 60 fly

Attacks
Dawnreaver: Atk +20/+15/+10 Melee; Dmg 1d6+7 & 1d6 Fire; Crit 15-20/x2.
Hawktalon: Atk +19/+14/+9 Melee or Thrown; Dmg 1d4+6; Crit 19-20/x2; Range Inc 10; Returning & Spell-Storing.

Racial/Template Abilities
  • Winged Flight 60 (Perfect Maneuverability)
  • Daylight at will
  • Smite Evil - 1/day; +18 dmg vs Evil foe
  • Spell-Like Abilities - Protection from Evil 3/day, Bless 1/day, Aid 1/day, Detect Evil 1/day, Cure Serious Wounds (3d8+15) 1/day, Neutralize Poison 1/day, Holy Smite 1/day, Remove Disease 1/day, Dispel Evil 1/day, Holy Word 1/day, Holy Aura 3/day, Hallow, Mass Charm Monster 1/day, Summon Monster IX (celestials only) 1/day.
  • Special Qualities - Darkvision 60, Immunity to Disease, Resistance to Acid 10, Cold 10, and Electricity 10, DR 10/magic, Natural Weapons are treated as magic for DR, SR28, +4 racial bonus on Fortitude saves against poison.

Class Abilities
  • Druid Spells
    - Per Day: 6 | 7 | 7 | 6 | 6 | 5 | 5 | 3 | 3 | 2
    - Save DC: 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25
    - Conj DC: 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26
  • Spontaneous Magic - Summon Nature's Ally
  • Animal Companion - Neroa (Celestial Dire Lion, +1 HD, companion abilities as 6 HD Druid)
  • Nature Sense
  • Wild Empathy (+26 to check)
  • Woodland Stride
  • Trackless Step
  • Resist Nature’s Lure
  • Wild Shape - 6/day; Tiny to Huge 18HD; Includes Plant and Elemental (2/day)
  • Venom Immunity
  • A Thousand Faces
  • Timeless Body

Skills
Concentration (15) +19, Craft (woodworking) (6) +9, Diplomacy (14) +22, Handle Animal (15) +21, Heal (8) +14, Knowledge (nature) (15) +24, Knowledge (the planes) (8) +11, Listen (13) +19, Ride (8) +13, Sense Motive (8) +14, Spellcraft (8) +11, Spot (13) +19, Survival (16) +28 (aboveground in natural settings or on other planes), and Swim (4) +7. -3 Armor Check penalty applies where applicable.

Languages
Celestial, Common, Draconic, Druidic, Elven, and Sylvan.

Feats
  • Druidic Weapon Proficiency (club, dagger, dart, natural attacks (wild shape form), quarterstaff, scimitar, sickle, shortspear, sling, and spear)
  • Druidic Armor Proficiency (light and medium armor - prohibited from wearing metal armor; all shields except tower shields - non-metal only)
  • Augment Summoning (+4 bonus to Str and Con)
  • Brew Potion
  • Improved Flight
  • Improved Natural Attack (+1 dmg die step)
  • Natural Spell
  • Spell Focus - Conjuration
  • Track
  • Weapon Focus - Natural Attacks

Essential Equipment - More to add
  • Great Carapace of Zaranthraxus: Dragonhide Breastplate; +5 Armor Bonus; Max Dex Bonus +3; -3 Armor Check; +5 enhancement bonus; Fire Resistance 10; Wild (Retains AC Bonuses when Wild Shaped); 82,700gp value.
  • Darkwood Herald: Darkwood Heavy Shield; +2 Shield Bonus; 0 Armor Check; +5 enhancement bonus; Light Fortification: 25% chance for normal dmg on crit; 36,257gp value.
  • Dawnreaver: Intelligent Scimitar 1d6 dmg; Crit 15-20/x2; +4 enhancement bonus; Flaming Burst (+1d6 fire dmg normally, +3d10 fire dmg on successful crit); Ghost Touch; Keen; Int 10, Wis 18, Cha 18; Uses Speech & Telepathy (Speaks Celestial); Read all Languages & Read Magic; Detect Magic at Will; Listen +14; Spot +14; Lesser Globe of Invulnerability 1/day; Special Purpose (Defeat/Slay Cold-Based Creatures), Power - Wall of Fire 1/day, centered on wielder; 183,315gp value.
  • Hawktalon: Dagger 1d4 dmg; Crit 19-20/x2; +3 enhancement bonus; Returning; Spell Storing; 50,302gp value.
  • Ring of the Shroud: Protection +4; 32,000gp value.
  • Acrobat's Ring: Ring of Evasion; 25,000gp value.
  • Wand of Call Lightning: 50 Charges; Caster Level 8; 18,000gp value.
  • Bag of Holding: Type 4 Bag; 1,500 lbs and 250 cu ft capacity; 10,000gp value.
  • Amulet of the Minotaur's Heart: Amulet of Health +6; 36,000gp value.
  • Vaion's Cloak: Cloak of Resistance +5; 25,000gp value.

Short History
Born of a sordid affair between an Angel and a Mortal, Jodus has long traveled a road of consciousness, in search of enlightenment and inspiration in his battles against the Dark. It is his Celestial blood that fuels this search, but also his belief in higher powers that gives Jodus a sense of purpose.

Growing up poor in the land of Zhod, in a world known as Shrienlue, Jodus did not know of his mixed heritage until the age of 20 when he started to sprout white, feathery wings. Jodus had instinctively learned the language of Angels, even before he could speak the languages of Mortals.

Zhod was a pastoral paradise, a stolid land where little ever changed. The people, steadfast in their defense of tradition, did not venture far away from Zhod, and thus Jodus grew up knowing little of the outside world. To the others, Jodus' mixed blood was an anathema, and he was an outsider from the beginning. This drove the boy into the woods, where faerie princes taught him of the natural world, and the powers therein.

When it was time to explain his true heritage, Jodus' father, Ialan, a Sword Angel, took the boy into the Fifth Heaven for a year, where Jodus learned of the wars between the forces of the Light and of the Dark, and what his place might be in those wars. He also learned of the Elemental Powers, and it is those forces that he currently serves (or does he?), and it is in the service of one of the Elemental Lords where we find our protagonist currently employed.

Wildshape Types
These will be added each time Jodus assumes a new form.
 
Last edited:

Neroa, Animal Companion
Celestial Dire Lion (Large Magical Beast[extraplanar]) +1 HD
Neutral Good

Ability Scores
STR 27 (+8)
DEX 17 (+3)
CON 17 (+3)
INT 9 (-1)
WIS 12 (+1)
CHA 10 (+0)

AC 20 (-1 Size, +3 Dex, +8 Natural)
HP 101 (13d8+39)
Fort +11
Ref +11
Will +5
BAB +9/+4 (Grapple +21)

Attacks
2 Claws +17 Melee (1d6+8) and Bite +11 Melee (1d8+4)

Racial/Template Abilities
  • Improved Grab (Starts Grapple as Free Action with Bite hit)
  • Pounce (Can Full Attack, including Rake, with a Charge)
  • Rake (as Claw attacks, used during Grapple)
  • Bonus Tricks (Animal Companion) 3
  • Animal Companion Abilities - Link, Share Spells, Evasion, Devotion
  • Smite Evil 1/day (+13 dmg vs Evil foe)
  • Darkvision 60
  • DR 10/magic (and natural attacks count as magic for DR purposes)
  • Acid, Cold, Electrical Resistance 10
  • SR 18

Skills
Hide (3) +6 (+10 in heavy undergrowth), Listen (3) +7, Move Silently (3) +10, Spot (4) +7.

Languages
Celestial.

Feats
  • Alertness
  • Cleave
  • Power Attack
  • Run
  • Weapon Focus - Claws

Essential Equipment
None.

Short History
Jodus the Wanderer and Neroa found each other in the First Heaven, when Jodus had gone there seeking refuge from the Demon Lord Tsimangus. Neroa saved Jodus' life, and in return, Jodus promised to free Neroa's cubs, who had been captured.

Once Neroa's cubs were freed from their captors, Jodus went about training Neroa to be his companion. The lioness proved to be quite apt in the area of martial training, and was quite disciplined for a 'simple animal'. It may have been their shared Celestial natures that drew the two closer, or perhaps just circumstance, but whatever the case, before too long, Neroa and Jodus were inseparable.

Just prior to Jodus' agreement to serve the Elemental Lords, Neroa was slain in battle. Jodus nearly died to save his lioness companion, and called in many favors to bring her back to life. Finally, Jodus called upon his father, the Sword Angel named Ialan, to return Neroa. Ialan did more than just resurrect the lioness; Ialan gave her a spark of intelligence that would enable Neroa to be a true companion and ally to his son.

Note: Neroa is Awakened, and therefore no longer needs Jodus to train her and command her in combat or times of stress. The lioness still defers to Jodus' wisdom in most matters, but is at the heart of it all, her own self.
 
Last edited:

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top