[PbP][FR] Against The Storm Character Thread.


log in or register to remove this ad

When Leopold posts, I will post a few excepts from the campaign to catch you guys up on plot, and post your starting situations....
 

He's almost done, haven't had time due to work. First post i made on this all weekend..will try to do today if not late in the day.
 

Emcat Orcadium, Male Human Druid9 CR 9; Size: M Type HUMANOID; HD (9d8)+18; hp 74; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 14 (flatfooted 12, touch 13), *Quarterstaff +1/+1 (Darkwood/Head 1 only) +7/+2 0'/B (1d6+1 20/x2 Equipped L ) or *Quarterstaff +1/+1 (Darkwood/Head 2 only) +7/+2 0'/B (1d6+1 20/x2 Equipped L ) or ; SA: Animal Companion, Nature Sense, Resist Nature's Lure, Trackless Step, Venom Immunity, Wildshape 4/day, Wildshape Large, Woodland Stride; Vision: Normal AL: NG; Sv: Fort +8, Ref +5, Will +11; Str 10, Dex 14, Con 15, Int 12, Wis 20, Cha 10

Skills and Feats: Animal Empathy +12, Bluff +2, Concentration +12, Diplomacy +5, Handle Animal +12, Heal +10, Intuit Direction +10, Scry +11, Swim +1, Wilderness Lore +11; Animal Defiance, Beast Tongue, Destructive Force, Eschew Materials, Natural Spell
Possessions: 1 Ring of Protection +1, 1 Ring of Feather Falling, 1 Cloak of Elvenkind, 1 Quarterstaff +1/+1 (Darkwood), 1 Vestments (Druid), 1 Bracers of Armor +1, 1 Scroll (Antilife Shell), 1 Boots of Elvenkind, 2 Potion of Cure Light Wounds, Druid: Spellbooks



0
Resistance x2
Flare x2
Fire eyes
Cure Minor wounds

1

Magic Fangx2
Regenerate light wounds x2
Entangle
Summon Nature ally 1

2
Body of the Sun
Flaming Sphere
Regenerate Moderate Wounds x2
Warp Wood


3
Greater Magic Fang
mass resist elements
Neutralize Poison
Regenerate Ring

4
Dispel Magic
Flame Strike
Regenerate Serious Wounds

5
Animal Growth
Summon Nature Ally V
x
 
Last edited:



That is more of a house rules kind off thing.

You can base him off a 9HD (advanced from 8) Dire Lion (with the strength bonus swapping) instead of a 5HD Lion, esp since a sabretooth is in fact an older and more primal version of modern cats anyway. For now I don't see a problem allowing him to advance in HD as you advance in levels. He would advance with Cleric BaB and good Fort and Ref saves, and become Huge at 17HD. It does not seem too powerful considering that you could theoretically get a new advanced sabretooth every level that has one HD more than the last one, and this is obviously better RP-wise.

At some point, of course, you could choose to Awaken him, but then you'd have to take him as a cohort and he would have to be one HD lower than you. You also probably would not have a sufficient leadership score, but in this case I might waive that.

The best way to buff him up though is with buffing spells like GMF, Animal Growth, etc.
 
Last edited:

DM_Matt said:
That is more of a house rules kind off thing.

You can base him off a 9HD (advanced from 8) Dire Lion (with the strength bonus swapping) instead of a 5HD Lion, esp since a sabretooth is in fact an older and more primal version of modern cats anyway. For now I don't see a problem allowing him to advance in HD as you advance in levels. He would advance with Cleric BaB and good Fort and Ref saves, and become Huge at 17HD. It does not seem too powerful considering that you could theoretically get a new advanced sabretooth every level that has one HD more than the last one, and this is obviously better RP-wise.

At some point, of course, you could choose to Awaken him, but then you'd have to take him as a cohort and he would have to be one HD lower than you. You also probably would not have a sufficient leadership score, but in this case I might waive that.

The best way to buff him up though is with buffing spells like GMF, Animal Growth, etc.


this is exactly what i want to do...for he is the representative of my people (call it a totemic spirit) as we are all from the north and this would be the symbol of my people.

And yes i plan on awakening him and taking him as my cohort later on for to me it would be the same as talking directly to my ancestors and that he would be inhabited by a member or ancestor of my tribe...

Also note this guy has an aversion to metal for he finds it highly restrictive and not as close to being 'true' to nature.
 

Kelnar's spell selection

0 – Detect Magic x2, Mage Hand x2
1st – Magic Misslex4, Identify, Expidtious Retreat, Charm Person,
2nd – Fox’s Cunning, Prot. Fr. Arrows, Web, See Invisibility, Tasha’s Hid. Laughterx2, Mirror Image
3rd – Haste, Fireballx2, Clairaudience/Clairvoyance, Hold Person
4th – Arcane Eye, Improved Invisibility, Stoneskin, Confusion,
5th – Teleport, Prying Eyes, Dominate Person,
 


Remove ads

Top