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No Man's Land (Recruitment Closed... Sort of)
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<blockquote data-quote="moritheil" data-source="post: 3450222" data-attributes="member: 30610"><p>Updated.</p><p></p><p>[sblock=Daidoji Ichiru]CHARACTER NAME : Daidoji Ichiru</p><p>RACE (ECL) : Human (+0)</p><p>CLASS (LEVEL) : Ninja 2/Druid 7/Daggerspell Shaper 9/Divine Oracle 2</p><p>... NET LEVEL : 20</p><p>ALIGNMENT : N</p><p>SIZE : Medium</p><p>SPEED : 30 ft</p><p>TYPE : Humanoid (Human)</p><p></p><p>Trained from youth to be an assassin, Ichiru was rescued by a kind hermit following a failed mission. From him he learned the virtues of nature. Now he uses his skills to ensure that none despoil the wilds. Having received dire omens of a threat that imperils the world, he has journeyed to the isle to stop it.</p><p></p><p>Books used: SRD, PHB, PHB II, C. Adv, C. Div, PGF, C. War, Eb., Und</p><p></p><p>EXPERIENCE : xp</p><p>CASH : 760k gp</p><p></p><p>ABILITY SCORES 15 10 14 16 16 17</p><p>Str 16 (+3) (10/base 6/enh)</p><p>Dex 20 (+5) (15/base 5/inh)</p><p>Con 22 (+6) (16/base 6/enh)</p><p>Int 16 (+3) (16/base) </p><p>Wis 33 (+11) (17/base 5/bon 5/inh 6/enh)</p><p>Cha 14 (+2) (14/base)</p><p></p><p>SAVES</p><p>FORT +13 (5/dru 3/ds 6/con)</p><p>REF +16 (3/nin 2/dru 6/ds 5/dex) Evasion</p><p>WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki)</p><p></p><p>Dire Bear: Str 37, Dex 18, Con 25, Int 16, Wis 33, Cha 14, (large)</p><p>w/ Growth: Str 45, Dex 16, Con 29, Int 16, Wis 33, Cha 14, DR 10/magic, +4 resist, 10' reach (huge)</p><p></p><p>Dire Bear Form</p><p>FORT +14 (5/dru 3/ds 7/con)</p><p>REF +15 (3/nin 2/dru 6/ds 4/dex) Evasion</p><p>WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki)</p><p></p><p>w/ Growth</p><p>FORT +20 (5/dru 3/ds 9/con 4/resist)</p><p>REF +18 (3/nin 2/dru 6/ds 3/dex 4/resist) Evasion</p><p>WILL +31 (5/dru 6/ds 3/divo 9/wis 2/ki 4/resist)</p><p></p><p></p><p></p><p>HIT POINTS : 13d6 + 7d8 +120 = to be rolled</p><p>ARMOR CLASS</p><p>Standard : 34 (10/base 5/dex 11/wis 8/force armor) </p><p>Touch : 26 (10/base 5/dex 11/wis) 31 vs. incorp.</p><p>Flat-Foot : 29 (10/base 11/wis 8/force armor) </p><p></p><p>Dire Bear Form</p><p>Standard : 32 (10/base 4/dex 11/wis 8/force armor -1/size) </p><p>Touch : 24 (10/base 4/dex 11/wis -1/size)</p><p>Flat-Foot : 28 (10/base 11/wis 8/force armor -1/size) </p><p></p><p></p><p>INITIATIVE : +5 (5/dex)</p><p>BASE ATTACK : +13 </p><p>RANGED : +18 (5/dex)</p><p>MELEE : +17 (3/str 1/enh) Dire Bear form: +31 (17/str 1/enh)</p><p></p><p>WEAPONS</p><p>+1 sure striking spellstoring magebane dagger [35002 gp; adamantium, overcomes align DR, DC 24 poison stored]</p><p>+1 paralyzing magebane dagger [35002 gp; adamantium, will DC 17 or held]</p><p></p><p>Magebane adds +2 to hit and +2d6 damage vs. arcane or Sp.</p><p>When wildshaped the daggers become claws, but the bonuses and properties still apply.</p><p></p><p></p><p>LANGUAGES</p><p>Auran, Common, Druidic, Sylvan, Terran</p><p></p><p>RACIAL TRAITS</p><p>1 free feat, 1 extra skill point/level.</p><p></p><p>CLASS FEATURES</p><p>Ninja: AC bonus, 1d6 SA, ki power invisible (12/day), +2 will, trapfinding</p><p>Druid: Wild shape 3/day, Woodland stride, trackless step, wild empathy, animal companion, +2 to know (nat), survival</p><p>Daggerspell Shaper: Daggercast, move action wild shape, retain bonuses from gear (daggers, +str/con/dex), +3d6 SA</p><p> Wild shape +2/day; large and tiny.</p><p>Divine Oracle: Oracle Domain (+2 to Divination CL), +1 to Divination DC. Trap sense +1 Ac, +1 saves.</p><p> Prescient Sense (evasion in armor).</p><p></p><p>Casts: 7 druid + 8 shaper +2 oracle = as 17th druid (19 for divinations)</p><p>Wild shape: 5/day, 16 hrs, large/tiny.</p><p>Sneak attack: +4d6.</p><p>Wild empathy: 7/dip +2/ha +7/dru = +16.</p><p></p><p>FEATS</p><p>Cha 1 . Weapon Focus (dagger)</p><p>Cha 1 . Silent Spell</p><p>Cha 3 . TWF</p><p>Cha 6 . Natural Spell</p><p>Cha 9 . Savage Grapple: Add SA to grapple.</p><p>Cha12 . Still Spell</p><p>Cha15 . Skill Focus: Know (religion)</p><p>Cha18 . PGF Innate spell: Heal (lose 1 7th slot; gain Heal 3/day (sp).)</p><p>---------------[ Epic Threshold! ]---------------</p><p>Cha21 .</p><p>Cha24 .</p><p></p><p>SKILLS (5+9)*(6+4) +7*(4+4) +2*(2+4) = 140 +56 +12 = 208</p><p>There is considerable room to move levels around in this build.</p><p></p><p>Bluff +7 (5 ranks 2 cha) +2 to diplomacy, sleight, intimidate</p><p>Concentration +25 (23 ranks 6 con)</p><p>Diplomacy +7 (1 ranks 2 cha 2/bluff 2/sm)</p><p>Handle Animal +7 (5 ranks 2 cha) +2 to ride, wild empathy</p><p>Heal +12 (1 ranks 11 wis)</p><p>Know (Arcana) +8 (5 ranks 3 int)</p><p>Know (Nature) +28 (23 ranks 3 int 2/dru) +2 to survival</p><p>Know (Planes) +8 (5 ranks 3 int) +2 to survival</p><p>Know (Religion) +29 (23 ranks 3 int 3/feat) +2 to turning</p><p>Listen +16 (5 ranks 11 wis)</p><p>Search +4 (1 ranks 3 int)</p><p>Sense Motive +31 (20 ranks 11 wis) +2 to diplomacy</p><p>Sleight of Hand +24 (20 ranks 2 dex 2/bluff)</p><p>Survival +16 (1 ranks 11 wis 2/dru 2/kn)</p><p>Spellcraft +28 (23 ranks 3 int 2/ka)</p><p>Spot +31 (20 ranks 11 wis) Notice presence of active invisible creature: DC 20; unmoving DC 30.</p><p>Tumble +25 (23 ranks 2 dex) 150% bonus on defensive action AC</p><p></p><p>Spent 204 ranks</p><p></p><p>Tricks: 4 pts</p><p>Acrobatic Backstab (enemy flatfooted if you tumble past)</p><p>Collector of Stories (+5 know to identify creatures)</p><p>Conceal Spellcasting (Sleight of hand disguises spellcasting; no AOOs etc.)</p><p></p><p></p><p>EQUIPMENT (total 635,584 gp 4sp)</p><p>Adventurer's Outfit [- gp]</p><p>Belt of Health [36000 gp; +6 con]</p><p>Gauntlets of Power [36000 gp; +6 str]</p><p>Periapt of Wisdom [36000 gp; +6 Wis]</p><p>Jade Circlet [1500 gp; also serves as focus for shapechange]</p><p>Gem of Spell Extending [3700 gp; Extend up to 6th level sp, </p><p></p><p>1/day]</p><p>Skill Trinket, Clarity of Vision [1000 gp; (DC 20 spot pinpoints all invis within 30')]</p><p>Skill Trinket, Back on your Feet [1000 gp; (as soon as you fall prone, stand immediately. No AOOs.)]</p><p>Bracers of Armor +8 [64,000 gp; force AC 8]</p><p>Starmantle Cloak [132,000 gp; perm starmantle: ref DC 15 to halve magic weapon dmg]</p><p>Boots of Haste [12000 gp; haste 10 rounds/day]</p><p></p><p>+1 sure striking spellstoring magebane dagger [35002 gp; adamantium, overcomes align DR, DC 24 poison stored]</p><p>+1 paralyzing magebane dagger [35002 gp; adamantium, will DC 17 or held]</p><p>Tome +5 Wis [137,500 gp; consumed]</p><p>Tome +5 Dex [137,500 gp; consumed]</p><p>Strand of Prayer Beads [25,800 gp; beads of healing, karma, smiting]</p><p>Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.</p><p>Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.</p><p>Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).</p><p>Each special bead can be used once per day.</p><p></p><p></p><p>MW Composite Longbow [330 gp; Darkwood; 1d8 x3; in weightless storage]</p><p>Arrows, Cold Iron (20) [40 gp; in weightless storage]</p><p>Arrows, Silver (10) [30 gp; in weightless storage]</p><p>Arrows, Regular (40) [40 gp; in weightless storage]</p><p>Efficient Quiver [1800 gp]</p><p>Antitoxin x2 [100 gp; +5 Fort vs. poison 1 hr.]</p><p>Cold Iron Caltrops x5 [10 gp; in weightless storage]</p><p>Silk Rope [20 gp; 100', +2 use rope, 10 lbs.] </p><p>Pearl of Power I x4 [4000 gp; recall 4x 1st level spell]</p><p></p><p></p><p>Wand of Lesser Vigor [750 gp; 50 charges, fast healing 1 for 11 rounds]</p><p>Sacred Scabbard [4400 gp; Bless Weapon 3/day, CL4]</p><p>Antitoxin x1 [50 gp; +5 Fort vs. poison 1 hr.]</p><p></p><p>STUFF (14gp 4sp)</p><p></p><p>Hooded Lantern [7 gp]</p><p>Oil x10 [1 gp]</p><p>Shovel [2 gp]</p><p>Waterskin [1 gp]</p><p>Symbol x2 [2 gp]</p><p>Tindertwig [1 gp]</p><p>Bedroll [1 sp]</p><p>Parchment [2 sp]</p><p>Chalk x5 [5 cp]</p><p>Whetstone [2 cp]</p><p>Flask of water [3 cp]</p><p></p><p>DRUID SPELLS: 6 5+1 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1</p><p>BONUS: +11 — 3 3 3 2 2 2 2-1 1 1</p><p></p><p>0 - detect magic x2, detect poison, naturewatch, purify food and drink, read magic</p><p>1 - entangle, faerie fire x2, omen of peril x2, lesser vigor, silvered claws, winged watcher, identify*</p><p>2 - barkskin, briar web, master air, resist energy x2, soften earth and stone x2, warp wood, augury*</p><p>3 - dominate animal, greater magic fang x2, nature's favor x2, poison, quench, spike growth, divination*</p><p>4 - chain of eyes, flamestrike, freedom of movement x2, last breath, rusting grasp, scrying*</p><p>5 - Animal Growth x2, Baleful Polymorph, Death Ward, wall of Thorns, stilled freedom of movement, commune*</p><p>6 - Cometfall, Find the Path, Greater Dispel Magic x2, Miasma, stilled silent freedom of movement, legend lore*</p><p>7 - Slime Wave, Sunbeam, True Seeing, greater scrying*</p><p>8 - Sunburst, Word of Recall, discern location* </p><p>9 - Shapechange x2, foresight*</p><p></p><p>*Domain spell. </p><p></p><p>Notes for use: Unicorns are SNA 4; Huge elementals SNA 6.</p><p>[/sblock]</p><p></p><p>[sblock=spells]</p><p> Naturewatch</p><p>Necromancy</p><p>S</p><p>Close range</p><p>Target: Quarter circle to the end of the range</p><p>Duration: 10 min/level</p><p></p><p>As deathwatch, but plants/animals only. You get information about their general condition as well.</p><p></p><p></p><p> Omen of Peril</p><p>Divination</p><p>V,S</p><p>Full-round action</p><p>Duration: Instantaneous</p><p></p><p>70% + 1%/level chance to accurately foretell the next hour:</p><p>Safety - no immediate danger on the present course</p><p>Danger - challenging but not overwhelming</p><p>Grave Danger - life-threatening</p><p></p><p> Nature's Favor</p><p>Evocation</p><p>V, S, DF</p><p>Standard action</p><p>1 min/lvl</p><p></p><p>Animal gains +1 luck to att and dam per 2 caster levels.</p><p></p><p>Master Air(MoF p107)</p><p><Trans, VSF(feather or wing bone)/DF, 1StdAct, Personal, 1rnd/lvl></p><p>– The caster grows insubstantial wings & flies at a speed of 90’ (60’ if in medium or heavy armor) with Good maneuverability. ½ speed going up, 2x speed going down. If spells expires/is dispelled, subject descends at 60’ per round for 1d6 rounds before falling.</p><p></p><p>Phantom Stag(CDiv p174) TBD</p><p><Con(creat), VS/DF, 1StdAct, 0’ range, 1hr/lvl(D)></p><p>– The caster conjures a quasi-real stag-like creature that can be used for riding or combat. The stag has the following stats:</p><p>a) AC 20;</p><p>b) 40 + 5/lvl hp;</p><p>c) moves at 20’/lvl (max 300’). Its hooves hover above the ground, so it is not slowed by terrain such as undergrowth, rubble, etc.;</p><p>d) attacks with its antlers with a +10 bonus & does 1d8+9 damage (x2 on a Charge);</p><p>e) can Trample foes of up to Medium-size by passing through the hex. The foe takes 1d6+9 damage (RefNeg);</p><p>f) able to carry its rider plus 10 lbs./lvl. The stag gains additional abilities at higher caster levels (abilities are cumulative):</p><p>12th Air Walk, at will for 1 round at a time & gains a +2 Deflection bonus to AC.</p><p>14th Movement is now Flying with Average maneuverability & gains a +4 Deflection bonus to AC.</p><p>16th Antlers gain the ‘Ghost Touch’ and ‘Wounding’ weapon abilities & gains a +6 Deflection bonus to AC.</p><p>18th Etherealness & gains a +8 Deflection bonus to AC.</p><p></p><p>Quill Blast(CDiv p176)</p><p><Conj(creat), VSM(porcupine quill), 1StdAct, Instantaneous, Ref½, SR applies></p><p>– Needle-sharp quills strike all creatures in a 20’ radius Spread around the caster. Each creature is struck by a number of quills determined by its size (a successful reflex save results in ½ as many quills). </p><p>Size #Quills Size #Quills</p><p>Up to Tiny 1 Large 3d6</p><p>Small 1d4 Huge+ 4d6</p><p>Medium 2d6</p><p></p><p>Each quill does 1d6 Piercing damage and lodges in the flesh of its living target. The target takes a –1 cumulative penalty to</p><p>attacks, saves, & checks for each quill embedded in it. One quill can be pulled out as a Standard Action, causing 1d6 damage if the extractor fails on a Heal check vs. DC 20.</p><p></p><p>Storm of Elemental Fury(CDiv p182)</p><p><Conj(sum), VS, 1Round, Long-range, Concentration up to 4 rounds, SR applies></p><p>– A 40’ radius black cloud appears 200’ over the target location. After the first round, the cloud can be moved laterally 40’ as a Move Action (in addition to the Standard Action to maintain Concentration). Those below the cloud receive the following:</p><p>Round 1: The area from the cloud down to the ground is effected by a Whirling Windstorm(DMG3.5 p94), which requires Fortitude</p><p>saves to avoid being knocked down, negates ranged attacks, spells require Concentration checks, etc.</p><p>Round 2: All targets in the area of effect take 5d6 Bludgeoning damage from falling rocks (no save).</p><p>Round 3: Torrential rain falls, reducing visibility to 5’, extinguishing unprotected flames, and reducing movement to ½;</p><p>Round 4: All target in the area of effect take 1d6 per level Fire damage (Ref½). </p><p>Slime Wave(CDiv p180) (CDivErrata)+</p><p><Conj(sum), VSM(stagnant water), 1StdAct, Closerange, 1rnd/lvl, RefNeg, no SR></p><p>– A 15’ radius Spread is splattered with Green Slime. Each creature or object receives one Patch of Green Slime.</p><p>A Green Slim Patch does 1d6 Constitution damage to flesh –or– 2d6 damage to wood & metal (whose Hardness it ignores) each round If not scraped off on its 1st round, the slime must be destroyed with heat, cold, sunlight, Remove Disease, or being cut away.</p><p>At the end of the spell’s duration, the Green Slime disappears.</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p></p><p>[sblock=ANIMALS]</p><p></p><p>Brown Bear (Companion)</p><p>Tricks: Defend, Track</p><p>SQ: Link, Share Spells</p><p></p><p></p><p>BEAR, BROWN Large Animal </p><p>Hit Dice: 6d8+24 (51 hp) </p><p>Initiative: +1 </p><p>Speed: 40 ft. (8 squares) </p><p>Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 </p><p>Base Attack/Grapple: +4/+16 </p><p>Attack: Claw +11 melee (1d8+8) </p><p>Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4) </p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Attacks: Improved grab </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +9, Ref +6, Will +3 </p><p>Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 </p><p>Skills: Listen +4, Spot +7, Swim +12 </p><p>Feats: Endurance, Run, Track </p><p></p><p>These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.</p><p>Combat</p><p></p><p>A brown bear attacks mainly by tearing at opponents with its claws.</p><p></p><p>Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p>Skills: A brown bear has a +4 racial bonus on Swim checks.</p><p></p><p>DIRE BEAR</p><p>Large Animal Hit Dice: 12d8+51 (105 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +9/+23 Attack: Claw +19 melee (2d4+10) Full Attack: 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent Saves: Fort +12, Ref +9, Will +9 Abilities: Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Skills: Listen +10, Spot +10, Swim +13 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw) Environment: Cold forests Organization: Solitary or pair Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 13–16 HD (Large); 17–36 HD (Huge) Level Adjustment: —</p><p></p><p>The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.</p><p></p><p>A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.</p><p>Combat</p><p></p><p>A dire bear attacks by tearing at opponents with its claws.</p><p></p><p>Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="moritheil, post: 3450222, member: 30610"] Updated. [sblock=Daidoji Ichiru]CHARACTER NAME : Daidoji Ichiru RACE (ECL) : Human (+0) CLASS (LEVEL) : Ninja 2/Druid 7/Daggerspell Shaper 9/Divine Oracle 2 ... NET LEVEL : 20 ALIGNMENT : N SIZE : Medium SPEED : 30 ft TYPE : Humanoid (Human) Trained from youth to be an assassin, Ichiru was rescued by a kind hermit following a failed mission. From him he learned the virtues of nature. Now he uses his skills to ensure that none despoil the wilds. Having received dire omens of a threat that imperils the world, he has journeyed to the isle to stop it. Books used: SRD, PHB, PHB II, C. Adv, C. Div, PGF, C. War, Eb., Und EXPERIENCE : xp CASH : 760k gp ABILITY SCORES 15 10 14 16 16 17 Str 16 (+3) (10/base 6/enh) Dex 20 (+5) (15/base 5/inh) Con 22 (+6) (16/base 6/enh) Int 16 (+3) (16/base) Wis 33 (+11) (17/base 5/bon 5/inh 6/enh) Cha 14 (+2) (14/base) SAVES FORT +13 (5/dru 3/ds 6/con) REF +16 (3/nin 2/dru 6/ds 5/dex) Evasion WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki) Dire Bear: Str 37, Dex 18, Con 25, Int 16, Wis 33, Cha 14, (large) w/ Growth: Str 45, Dex 16, Con 29, Int 16, Wis 33, Cha 14, DR 10/magic, +4 resist, 10' reach (huge) Dire Bear Form FORT +14 (5/dru 3/ds 7/con) REF +15 (3/nin 2/dru 6/ds 4/dex) Evasion WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki) w/ Growth FORT +20 (5/dru 3/ds 9/con 4/resist) REF +18 (3/nin 2/dru 6/ds 3/dex 4/resist) Evasion WILL +31 (5/dru 6/ds 3/divo 9/wis 2/ki 4/resist) HIT POINTS : 13d6 + 7d8 +120 = to be rolled ARMOR CLASS Standard : 34 (10/base 5/dex 11/wis 8/force armor) Touch : 26 (10/base 5/dex 11/wis) 31 vs. incorp. Flat-Foot : 29 (10/base 11/wis 8/force armor) Dire Bear Form Standard : 32 (10/base 4/dex 11/wis 8/force armor -1/size) Touch : 24 (10/base 4/dex 11/wis -1/size) Flat-Foot : 28 (10/base 11/wis 8/force armor -1/size) INITIATIVE : +5 (5/dex) BASE ATTACK : +13 RANGED : +18 (5/dex) MELEE : +17 (3/str 1/enh) Dire Bear form: +31 (17/str 1/enh) WEAPONS +1 sure striking spellstoring magebane dagger [35002 gp; adamantium, overcomes align DR, DC 24 poison stored] +1 paralyzing magebane dagger [35002 gp; adamantium, will DC 17 or held] Magebane adds +2 to hit and +2d6 damage vs. arcane or Sp. When wildshaped the daggers become claws, but the bonuses and properties still apply. LANGUAGES Auran, Common, Druidic, Sylvan, Terran RACIAL TRAITS 1 free feat, 1 extra skill point/level. CLASS FEATURES Ninja: AC bonus, 1d6 SA, ki power invisible (12/day), +2 will, trapfinding Druid: Wild shape 3/day, Woodland stride, trackless step, wild empathy, animal companion, +2 to know (nat), survival Daggerspell Shaper: Daggercast, move action wild shape, retain bonuses from gear (daggers, +str/con/dex), +3d6 SA Wild shape +2/day; large and tiny. Divine Oracle: Oracle Domain (+2 to Divination CL), +1 to Divination DC. Trap sense +1 Ac, +1 saves. Prescient Sense (evasion in armor). Casts: 7 druid + 8 shaper +2 oracle = as 17th druid (19 for divinations) Wild shape: 5/day, 16 hrs, large/tiny. Sneak attack: +4d6. Wild empathy: 7/dip +2/ha +7/dru = +16. FEATS Cha 1 . Weapon Focus (dagger) Cha 1 . Silent Spell Cha 3 . TWF Cha 6 . Natural Spell Cha 9 . Savage Grapple: Add SA to grapple. Cha12 . Still Spell Cha15 . Skill Focus: Know (religion) Cha18 . PGF Innate spell: Heal (lose 1 7th slot; gain Heal 3/day (sp).) ---------------[ Epic Threshold! ]--------------- Cha21 . Cha24 . SKILLS (5+9)*(6+4) +7*(4+4) +2*(2+4) = 140 +56 +12 = 208 There is considerable room to move levels around in this build. Bluff +7 (5 ranks 2 cha) +2 to diplomacy, sleight, intimidate Concentration +25 (23 ranks 6 con) Diplomacy +7 (1 ranks 2 cha 2/bluff 2/sm) Handle Animal +7 (5 ranks 2 cha) +2 to ride, wild empathy Heal +12 (1 ranks 11 wis) Know (Arcana) +8 (5 ranks 3 int) Know (Nature) +28 (23 ranks 3 int 2/dru) +2 to survival Know (Planes) +8 (5 ranks 3 int) +2 to survival Know (Religion) +29 (23 ranks 3 int 3/feat) +2 to turning Listen +16 (5 ranks 11 wis) Search +4 (1 ranks 3 int) Sense Motive +31 (20 ranks 11 wis) +2 to diplomacy Sleight of Hand +24 (20 ranks 2 dex 2/bluff) Survival +16 (1 ranks 11 wis 2/dru 2/kn) Spellcraft +28 (23 ranks 3 int 2/ka) Spot +31 (20 ranks 11 wis) Notice presence of active invisible creature: DC 20; unmoving DC 30. Tumble +25 (23 ranks 2 dex) 150% bonus on defensive action AC Spent 204 ranks Tricks: 4 pts Acrobatic Backstab (enemy flatfooted if you tumble past) Collector of Stories (+5 know to identify creatures) Conceal Spellcasting (Sleight of hand disguises spellcasting; no AOOs etc.) EQUIPMENT (total 635,584 gp 4sp) Adventurer's Outfit [- gp] Belt of Health [36000 gp; +6 con] Gauntlets of Power [36000 gp; +6 str] Periapt of Wisdom [36000 gp; +6 Wis] Jade Circlet [1500 gp; also serves as focus for shapechange] Gem of Spell Extending [3700 gp; Extend up to 6th level sp, 1/day] Skill Trinket, Clarity of Vision [1000 gp; (DC 20 spot pinpoints all invis within 30')] Skill Trinket, Back on your Feet [1000 gp; (as soon as you fall prone, stand immediately. No AOOs.)] Bracers of Armor +8 [64,000 gp; force AC 8] Starmantle Cloak [132,000 gp; perm starmantle: ref DC 15 to halve magic weapon dmg] Boots of Haste [12000 gp; haste 10 rounds/day] +1 sure striking spellstoring magebane dagger [35002 gp; adamantium, overcomes align DR, DC 24 poison stored] +1 paralyzing magebane dagger [35002 gp; adamantium, will DC 17 or held] Tome +5 Wis [137,500 gp; consumed] Tome +5 Dex [137,500 gp; consumed] Strand of Prayer Beads [25,800 gp; beads of healing, karma, smiting] Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease. Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes. Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial). Each special bead can be used once per day. MW Composite Longbow [330 gp; Darkwood; 1d8 x3; in weightless storage] Arrows, Cold Iron (20) [40 gp; in weightless storage] Arrows, Silver (10) [30 gp; in weightless storage] Arrows, Regular (40) [40 gp; in weightless storage] Efficient Quiver [1800 gp] Antitoxin x2 [100 gp; +5 Fort vs. poison 1 hr.] Cold Iron Caltrops x5 [10 gp; in weightless storage] Silk Rope [20 gp; 100', +2 use rope, 10 lbs.] Pearl of Power I x4 [4000 gp; recall 4x 1st level spell] Wand of Lesser Vigor [750 gp; 50 charges, fast healing 1 for 11 rounds] Sacred Scabbard [4400 gp; Bless Weapon 3/day, CL4] Antitoxin x1 [50 gp; +5 Fort vs. poison 1 hr.] STUFF (14gp 4sp) Hooded Lantern [7 gp] Oil x10 [1 gp] Shovel [2 gp] Waterskin [1 gp] Symbol x2 [2 gp] Tindertwig [1 gp] Bedroll [1 sp] Parchment [2 sp] Chalk x5 [5 cp] Whetstone [2 cp] Flask of water [3 cp] DRUID SPELLS: 6 5+1 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1 BONUS: +11 — 3 3 3 2 2 2 2-1 1 1 0 - detect magic x2, detect poison, naturewatch, purify food and drink, read magic 1 - entangle, faerie fire x2, omen of peril x2, lesser vigor, silvered claws, winged watcher, identify* 2 - barkskin, briar web, master air, resist energy x2, soften earth and stone x2, warp wood, augury* 3 - dominate animal, greater magic fang x2, nature's favor x2, poison, quench, spike growth, divination* 4 - chain of eyes, flamestrike, freedom of movement x2, last breath, rusting grasp, scrying* 5 - Animal Growth x2, Baleful Polymorph, Death Ward, wall of Thorns, stilled freedom of movement, commune* 6 - Cometfall, Find the Path, Greater Dispel Magic x2, Miasma, stilled silent freedom of movement, legend lore* 7 - Slime Wave, Sunbeam, True Seeing, greater scrying* 8 - Sunburst, Word of Recall, discern location* 9 - Shapechange x2, foresight* *Domain spell. Notes for use: Unicorns are SNA 4; Huge elementals SNA 6. [/sblock] [sblock=spells] Naturewatch Necromancy S Close range Target: Quarter circle to the end of the range Duration: 10 min/level As deathwatch, but plants/animals only. You get information about their general condition as well. Omen of Peril Divination V,S Full-round action Duration: Instantaneous 70% + 1%/level chance to accurately foretell the next hour: Safety - no immediate danger on the present course Danger - challenging but not overwhelming Grave Danger - life-threatening Nature's Favor Evocation V, S, DF Standard action 1 min/lvl Animal gains +1 luck to att and dam per 2 caster levels. Master Air(MoF p107) <Trans, VSF(feather or wing bone)/DF, 1StdAct, Personal, 1rnd/lvl> – The caster grows insubstantial wings & flies at a speed of 90’ (60’ if in medium or heavy armor) with Good maneuverability. ½ speed going up, 2x speed going down. If spells expires/is dispelled, subject descends at 60’ per round for 1d6 rounds before falling. Phantom Stag(CDiv p174) TBD <Con(creat), VS/DF, 1StdAct, 0’ range, 1hr/lvl(D)> – The caster conjures a quasi-real stag-like creature that can be used for riding or combat. The stag has the following stats: a) AC 20; b) 40 + 5/lvl hp; c) moves at 20’/lvl (max 300’). Its hooves hover above the ground, so it is not slowed by terrain such as undergrowth, rubble, etc.; d) attacks with its antlers with a +10 bonus & does 1d8+9 damage (x2 on a Charge); e) can Trample foes of up to Medium-size by passing through the hex. The foe takes 1d6+9 damage (RefNeg); f) able to carry its rider plus 10 lbs./lvl. The stag gains additional abilities at higher caster levels (abilities are cumulative): 12th Air Walk, at will for 1 round at a time & gains a +2 Deflection bonus to AC. 14th Movement is now Flying with Average maneuverability & gains a +4 Deflection bonus to AC. 16th Antlers gain the ‘Ghost Touch’ and ‘Wounding’ weapon abilities & gains a +6 Deflection bonus to AC. 18th Etherealness & gains a +8 Deflection bonus to AC. Quill Blast(CDiv p176) <Conj(creat), VSM(porcupine quill), 1StdAct, Instantaneous, Ref½, SR applies> – Needle-sharp quills strike all creatures in a 20’ radius Spread around the caster. Each creature is struck by a number of quills determined by its size (a successful reflex save results in ½ as many quills). Size #Quills Size #Quills Up to Tiny 1 Large 3d6 Small 1d4 Huge+ 4d6 Medium 2d6 Each quill does 1d6 Piercing damage and lodges in the flesh of its living target. The target takes a –1 cumulative penalty to attacks, saves, & checks for each quill embedded in it. One quill can be pulled out as a Standard Action, causing 1d6 damage if the extractor fails on a Heal check vs. DC 20. Storm of Elemental Fury(CDiv p182) <Conj(sum), VS, 1Round, Long-range, Concentration up to 4 rounds, SR applies> – A 40’ radius black cloud appears 200’ over the target location. After the first round, the cloud can be moved laterally 40’ as a Move Action (in addition to the Standard Action to maintain Concentration). Those below the cloud receive the following: Round 1: The area from the cloud down to the ground is effected by a Whirling Windstorm(DMG3.5 p94), which requires Fortitude saves to avoid being knocked down, negates ranged attacks, spells require Concentration checks, etc. Round 2: All targets in the area of effect take 5d6 Bludgeoning damage from falling rocks (no save). Round 3: Torrential rain falls, reducing visibility to 5’, extinguishing unprotected flames, and reducing movement to ½; Round 4: All target in the area of effect take 1d6 per level Fire damage (Ref½). Slime Wave(CDiv p180) (CDivErrata)+ <Conj(sum), VSM(stagnant water), 1StdAct, Closerange, 1rnd/lvl, RefNeg, no SR> – A 15’ radius Spread is splattered with Green Slime. Each creature or object receives one Patch of Green Slime. A Green Slim Patch does 1d6 Constitution damage to flesh –or– 2d6 damage to wood & metal (whose Hardness it ignores) each round If not scraped off on its 1st round, the slime must be destroyed with heat, cold, sunlight, Remove Disease, or being cut away. At the end of the spell’s duration, the Green Slime disappears. [/sblock] [sblock=ANIMALS] Brown Bear (Companion) Tricks: Defend, Track SQ: Link, Share Spells BEAR, BROWN Large Animal Hit Dice: 6d8+24 (51 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +4/+16 Attack: Claw +11 melee (1d8+8) Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent Saves: Fort +9, Ref +6, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Skills: Listen +4, Spot +7, Swim +12 Feats: Endurance, Run, Track These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly. Combat A brown bear attacks mainly by tearing at opponents with its claws. Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Skills: A brown bear has a +4 racial bonus on Swim checks. DIRE BEAR Large Animal Hit Dice: 12d8+51 (105 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +9/+23 Attack: Claw +19 melee (2d4+10) Full Attack: 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent Saves: Fort +12, Ref +9, Will +9 Abilities: Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Skills: Listen +10, Spot +10, Swim +13 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw) Environment: Cold forests Organization: Solitary or pair Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 13–16 HD (Large); 17–36 HD (Huge) Level Adjustment: — The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible. A typical dire bear is 12 feet long and weighs as much as 8,000 pounds. Combat A dire bear attacks by tearing at opponents with its claws. Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [/sblock] [/QUOTE]
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