The Underdark Primeval [OOC]

If I may make some suggestions... How about a tiefling? Or from Races of Faerun, an orog (deep orc) or urdunnir (orecutter dwarf)? Or from the FR Underdark book, how about a slyth?
 

log in or register to remove this ad

Pwyoolp "Morph" Ripplepond, slyth druid/vermin keeper

Pwyoolp "Morph" Ripplepond
Male Slyth Druid 5/ Vermin Keeper 2

Alignment: Neutral Good
Patron Deity: Chauntea
Region: Underdark (Fluvenilstra)
Height: 6' 1''
Weight: 189lbs
Hair: none
Eyes: pale yellow
Age: 44
Skin Tone: Orangy Brown

Str: 12 (+1) [6 points, -2 racial]
Dex: 12 (+1) [2 points, +2 racial]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 19 (+4) [10 points, +2 racial, +1 level 4]
Cha: 12 (+1) [4 points]

Class and Racial Abilities:
  • Racial Abilities: -2 Str, +2 Dex, +2 Wis, +4 Escape Artist, +4 Disguise, +4 Survival;
  • Alternate form (Su): standard action, amorphous form. cannot be flanked, immune to crits, cant attack or cast spells. fluid and boneless. Can remain in amorphous form for 10 min per level.;
  • Water Breathing;
  • Immunities: immune to polymorphing, poison;
  • Resistances: sonic resistance 5;
  • Animal Companion (Ex): Ping the dire bat;
  • Nature Sense (Ex): +2 Knowledge (nature), Survival;
  • Wild Empathy (Ex): improve the attitude of animals [roll 1d20+level(5)+cha(1)];
  • Woodland Stride (Ex): move through any sort of natural undergrowth at normal speed, without taking damage;
  • Trackless Step (Ex): leaves no trail and cannot be tracked;
  • Resist Nature's Lure (Ex): +4 save vs. spell-like abilities of fey;
  • Wild Shape (Su): 3/day turn into any small or medium animal, lasts 5 hours;
  • Handle Vermin (Ex): use handle animal on vermin as well;
  • Vermin Empathy (Ex): as Wild Empathy with vermin;
  • Vermin Form (Small, Tiny) (Su): can use wild shape to assume the form of vermin.

Hit Dice: 7d8 + 14
HP: 70
AC: 26 (+1 Dex, +10 armor, +5 shield)
Init: +1 (+1 Dex)
Speed: 20ft (base 30ft.), 30 ft swim in amorphous shape

Saves:
  • Fortitude +9 [+7 base, +2 Con]
  • Reflex +2 [+1 base, +1 Dex]
  • Will +13 [+7 base, +4 Wis, +2 Iron Will]
BAB: +4
Melee Atk: +5 (1d6/x2 quarterstaff) OR +6 (2d6/x2 shillelagh)
Ranged Atk: +5 (1d8/19-20/x2/80 ft./P, light crossbow)

Skills: (50sp, 10/5)
  • Concentration +9 [7 ranks, +2 Con]
  • Handle Animal +10 [9 ranks, +1 Cha]
  • Heal +7 [3 ranks, +4 Wis]
  • Knowledge (nature) +10 [9 ranks, +1 Int, +2 class]
  • Listen +7 [3 ranks, +4 Wis]
  • Spellcraft +4 [3 ranks, +1 Int]
  • Spot +7 [3 ranks, +4 Wis]
  • Survival +20 [10 ranks, +4 Wis, +4 racial, +2 class]
  • Swim +4 [3 ranks, +1 Str]
  • Escape Artist +5 [+1 Dex, +4 racial]
  • Disguise +5 [+1 Cha, +4 racial]
Feats:
  • Iron Will (1st)
  • Track (3rd)
  • Extra Wild Shape (6th)
Languages: Common, Undercommon, Sylvan

Spells per day - 6/5/4/3/2, base save DC 1d20+4
Equipment:36000gp
  • Dragonhide Plate +2 7,300gp
  • Darkwood Shield +3 9,257gp
  • 2 Wands of Cure Light Wounds(50) 1,500gp
  • Daylight Pellet(UND) 750gp
  • Figurine of Wonderous Power (Jasper Spider)(UND) 5,000gp
  • The Darkhidden(MAG) 6,700gp
  • 2 Amber Amulets of Vermin(MAG) 1,400gp
  • Scorpion's Sting(see below) 1,900gp
  • Handy Haversack 2,000gp
  • Bedroll 5sp
  • Backpack 2gp
  • Waterskin 1gp
  • Silver Dagger 10gp
  • Belt pouch 1gp
  • Flint and Steel 1gp
  • Grappling Hook 1gp
  • Rope, silk (50)ft 10gp
  • Signal whistle 8sp
  • 2 torches 2sp
  • light crossbow 35gp
  • 20 crossbow bolts 2gp
  • Quarterstaff 0gp
Money
128gp 5sp

Scorpion's Sting: Keyed Spell Item of snakebite(MAG). Enhancements: Appearance (arm changes into a scorpion's stinger instead of a snake), Duration (doubled). Scarlet ring worn on the left hand features 3 small pieces of inset amber. Faint Transmutation; CL 5th; Craft Rod, snakebite; Price: 1,900gp

Ping, dire bat: Large animal; HD 4d8+12: hp 30; Init +6; Spd 20ft. 40 ft. fly (good); AC 20, touch 15, flat-footed 14; Base Atk +3; Grp +10; Atk +5 melee (1d8+4); Space/Reach 10ft./5ft.; SQ Blindsense 40ft.; AL N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6.
Skills and Feats: Hide +4, Listen +12*, Move Silently +11, Spot +8*; Alertness, Stealthy
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Appearance: Morph is a orangy-brown pile of goo, in humanoid form though he appears to be a large male humanoid with the same color skin. His features are very soft and rounded, looking a little like moulded clay. He is completely bald and has pale yellow eyes. He usually wears his black dragon plate armor and carries his shield slung over his back. His staff in hand he always wears his two rings. Outside large Underdark communities he is joined by his companion Ping, the dire bat.

Personality: Morph is a quiet good-natured individual who enjoys the company on insects and animals more than that of people. He is very in tune with the natural environment of the Underdark and does what he can to help the plants and animals survive. He also takes time to instruct communities on how to grow sustainable crops and maintain a balance with nature.

Background: Having welled up from the life pool of the Slyth, Morph set out on his own to commune with the natural surroundings. He spent most of his time speaking with the animals and insects and even the plants.

After a time he met a young svirfneblin community who were having trouble with the mushroom crops which they subsisted on. The plants were often plagued by draughts and sometimes even insects. Morph joined a group of the towns best and went in search of the problem.

They soon found that a group of drow had been poisoning the mushrooms to bring about starvation, hoping to make the community ripe for invasion. Morph and the others were able to defeat the small number of drow, but not without loss of life. Two of the deep gnomes fell to the malicious elves. Pained by the loss of his friends, Morph did his best to help heal the community. He taught them how to care for the plants and get the make the most of their small water supply.

After a time however he felt that he needed to move on, that the community was in good shape and he still felt like an outsider among them. He has spent the last few years wandering the Underdark looking for people to help.
 
Last edited:

Silentspace, Cheers for getting this all going again. I am glad our characters aren't going to the rubbish tip as I was looking forawrd to playing my wee chap and intereacting with the others!

With our char's going up to 9th level, do we get more gold allocated accordingly?
 


Comments on Pwyoolp "Morph" Ripplepond...

Yech. :)

Let's turn him NG. Seems to fit with his background more anyway.

I was almost going to disallow the Keyed Spell Item, but what the heck, let's go with it. (Isida Kep'Tukari might want one too, at that.)

Excellent layout too, Erekose13!
 

deadestdai said:
Silentspace, Cheers for getting this all going again. I am glad our characters aren't going to the rubbish tip as I was looking forawrd to playing my wee chap and intereacting with the others!

With our char's going up to 9th level, do we get more gold allocated accordingly?

Yes... didn't you guys already update your chars? Don't forget to update your stats too. I'll make a separate rogues gallery...
 


Yech. :)
- hehe glad i didnt go with an oozemaster then :)

Let's turn him NG. Seems to fit with his background more anyway.
- okay will do. went with neutral originally cause that was what the race description said. NG does fit better.

I was almost going to disallow the Keyed Spell Item, but what the heck, let's go with it. (Isida Kep'Tukari might want one too, at that.)
- cool thanks. i really like the idea. i mean its doable with a wand and the Master Wand feat too. but it gives my character a signiture spell that he can use every battle without having to only memorize the one spell.

Excellent layout too, Erekose13!
- thanks, though I should thank Isida, I stole her sheet and just added the list bullets.
 

Nevermind . . . editted, finally found own answer.

Nothing to see here . . . move along ;)

Keia
 
Last edited:

A'anasi - Female Drow Cleric of Eilistraee 7

A'anasi
Female Drow Cleric 7
Alignment: Neutral Good
Patron Deity: Eilistraee
Region: Underdark
Height: 5' 0''
Weight: 95#
Hair: White
Eyes: Violet
Age: 149

Str: 10 (+0) [2 points]
Dex: 18 (+4) [6 points, +2 racial, +2 gloves]
Con: 10 (+0) [4 points, -2 racial]
Int: 16 (+3) [6 points, +2 racial]
Wis: 18 (+4) [8 points, +1 level 4, +2 necklace]
Cha: 18 (+4) [6 points, +2 racial, +2 cloak]

Class and Racial Abilities:
+2 Dex, -2 Con, +2 Int, +2 Cha
Medium
Drow base land speed is 30 feet.
Spell-Like Abilities: 1/day - dancing lights, darkness, and faerie fire. These abilities are as the spells cast by a sorcerer of the drow's character level.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus Will saves against spells and spell-like abilities.
Low-Light Vision: A drow can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Darkvision 120'
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow take a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
Spell resistance of 11+ character level.
+2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Favored Class: Cleric
Automatic Languages: Elven, Undercommon
Bonus Languages: Abyssal, Common, Draconic, Drow Sign Language, Goblin, Illuskan.
Level Adjustment +2

Hit Dice: 7d8
HP: 56
AC: 25 (+4 Dex, +7 Armor, +4 Shield)
Init: +4 (+4 Dex)
Speed: 30'

Saves:
Fortitude +5 [+5 base]
Reflex +8 [+2 base, +4 Dex, +2 feat]
Will +9 [+5 base, +4 Wis]

BAB: +5
MAB: +5
RAB: +9

Skills:
Concentration +10 [10 ranks]
Diplomacy +14 [10 ranks, +4 Cha]
Heal +14 [10 ranks, +4 Wis]
Knowledge (religion) +14 [10 ranks, +4 Int]
Spellcraft +14 [10 ranks, +4 Int]

Feats:
Lightning Reflexes (Drow domain)
Spellcasting Prodigy (1st level)
Exotic Weapon Proficiency: Bastard Sword (3rd level)
Weapon Focus: Bastard Sword (6th level)

Languages: Elven, Undercommon, Drow Sign Language, Celestial, Common

Domains: Drow & Moon

Spells:spells per day – 6/6+1/4+1/3+1/2+1

Equipment:
Sword (merciful bastard sword +1, 8335 gp, 6#)
Armor (elven chain +2, 8150 gp, 20#)
Shield (mithral heavy shield +2, 5020 gp, 5#)
Gloves (gloves of dexterity +2, 4000 gp, 0#)
Necklace (periapt of wisdom +2, 4000 gp, 0#)
Cloak (cloak of charisma +2, 4000 gp, 2#)
Ring (ring of sustenance, 2500 gp, 0#)
Silver Holy Symbol (25 gp, 1#)

Money
125 gp
 
Last edited by a moderator:

Remove ads

Top