Wulf's Lazy Days SH PCs

Dinkeldog

Sniper o' the Shrouds
Here's Jorie as of the jungle city, well, actually halfway through the jungle city. The bugbears are taken care of and we've launched one sortie against the yuan-ti.

JORIN THUNDERSTONE (Jorie)

Jungle City

Male Gnome Druid 10; tiny sized magical beast (badger); HD 10d8 + 30; hp ; Init +4 (+4 Dex); Speed 30 ft, burrow 10 ft; AC 18 (+4 Dex, +2 Deflection, +2 Size), Flat-footed 14, Touch 18; Attack +12/+7 (+7 base, +3 strength +2 size); Dmg claw d2 + 2, bite d3 + 2; SV Fort +10, Ref +7, Will +11 (+2 vs. Illusion, +4 vs. Feys, Venom Immunity); AL NG; Str 14, Dex 18, Con 16, Int 10, Wis 18, Cha 10. (Cards: 1 Str, 1 Con, 3 Wis, Patron, Items)

Languages Spoken: Druid, Common, Gnome, Draconic, Terran

Skills and Feats: Alchemy +2, Animal Empathy +8, Concentration +13, Escape Artist +8, Handle Animal +2, Heal +6, Hide +8, Intuit Direction +6, Knowledge (Nature) +2, Listen +8, Ride +11, Scry +2, Spellcraft +10, Spot +8, Wilderness Lore +6

Skill Focus (Ride), Mounted Combat, Create Infusion, Natural Spell (MotW), Scent

Special Abilities and Qualities: Low-light vision; +1 attack vs. kobolds and goblinoids; +4 dodge bonus vs giants; 1/day: speak w/ animals (burrowing mammals only), dancing lights, ghost sound, prestidigitation; Nature Sense; Woodland Stride; Trackless Step; Resist Nature's Lure; Venom Immunity; Wildshape 4/day small, medium, large animals; Patron

Magic Items:

Ring of Protection +2, Amulet of fire shield (chill); Infusions: blindsight, repel vermin, last breath

Jorie the Polar Bear
As above except: large sized magical beast (badger); Init +1 (+1 Dex); Speed 30 ft; AC 15 (+1 Dex, +5 natural, -1 Size), Flat-footed 14, Touch 10; Attack +14/+9 (+7 base, +8 strength -1 size); Dmg claw d8+8, bite 2d8+8; SV Fort +11, Ref +4, Will +11 (+2 vs. Illusion, +4 vs. Feys, Venom Immunity); Str 27, Dex 13, Con 19.

Companions:
Gizmo Awakened Dire Badger
medium sized magical beast (dire badger); HD 5d10 + 20; hp 47; Init +3 (+3 Dex); Speed 30 ft, burrow 10 ft; AC 16 (+3 Dex, +3 Natural), Flat-footed 13, Touch 13; Attack 2 claws +7, bite +2 (+5 base, +2 strength); Dmg claw d4 + 2, bite d6 + 1; SV Fort +8, Ref +7, Will +2; AL NG; Str 14, Dex 17, Con 19, Int 11, Wis 12, Cha 12.

Skills, feats, special abilities:
Rage, Scent.

Gizmo raging
as above except: HD 5d10 + 30; hp 57; AC 14, Flat-footed 11, Touch 11; Attack 2 claws +9, bite +4; Dmg claw d4 + 4, bite d6 + 2; SV Fort +10; Str 18, Con 23

Gizmo the Animal Growth'ed Awakened Dire Badger
as above, except: large sized magical beast (dire badger); HD 10d10 + 60; hp 115; Init +2; AC 16 (+2 Dex, +5 Natural, -1 Size) Flat-footed 14, Touch 11; Attack 2 claws +15 (+10 base, +6 Str, -1 size), bite +10; Dmg claw d6 + 6, bite d8 + 3; Sv Fort +13, Ref +9, Will +5; Str 22, Dex 15, Con 23.

Gizmo the Animal Growth'ed Awakened Dire Badger raging
as above except: HD 10d10 + 80; hp 135; AC 14, Flat-footed 12, Touch 9; Attack 2 claws +17, bite +12; Dmg claw d6 + 8, bite d8 + 4; Sv Fort +15; Str 26, Con 27.

Spot the Leopard
medium sized animal (leopard); HD 3d8 + 6; hp 19; Init +4 (+4 Dex); Speed 40 ft, climb 20 ft; AC 15 (+4 Dex, +1 Natural), Flat-footed 11, Touch 14; Attack bite +6, 2 claws +1 (+2 base, +4 dexterity (weapon finesse)); Dmg bite d6 + 3, claw d3 + 1; SV Fort +5, Ref +7, Will +2; AL N; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.

Skills, Feats, Special Abilities:
Balance +12, Climb +11, Hide +9, Listen +6, Move Silently +9, Spot +6.
Pounce, Improved Grab (bite), Rake (+6 to hit, d3+1 damage), Scent, Weapon Finesse (bite, claw).

Spot the Animal Growth'ed Leopard:
as above except:
large sized animal (leopard); HD 6d8 + 24; hp 50; Init +3; AC 15 (+3 dex, +3 natural, -1 size), Flat-footed 12, Touch 12; Attack bite +11, 2 claws +6 (+4 base, +7 strength); Dmg bite d8 + 7, claw d4 + 3, rake d4 + 3; SV Fort +9, Ref +8; Str 24, Dex 17, Con 19. Rake +11.
 

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Ya know, not to get too technical, but I think Gizmo can't be Animal Growth'd, since he's a magical beast, not an actual animal anymore...

I'll post Nikolai Dhavros (Rog 1/Cleric 9) tomorrow, if I remember to bring his character sheet to work with me.
 

Jorie's spell list

Using the Piratecat method of swapping out existing spell list spells for spells from new supplements (keeps druids and clerics on par with arcane casters):

0-Level
Create Water
Cure Minor Wounds
Dawn (MotW)
Detect Magic
Detect Poison
Guidance
Know Direction
Light
Mending
Naturewatch (MotW)
Purify Food and Drink
Read Magic
Resistance

1st-Level
Animal Friendship
Blinding Spittle (MoF)
Calm Animals
Detect Animals or Plants
Endure Elements
Entangle
Faerie Fire
Goodberry
Magic Fang
Obscuring Mist
Pass Without Trace
Regenerate Light Wounds (MotW)
Sandblast (MotW)
Summon Nature's Ally I
Woodwose (MotW)

2nd-Level
Adrenalin Surge (MotW)
Animal Messenger
Barkskin
Body of the Sun (MotW)
Briar Web (MotW)
Delay Poison
Flaming Sphere
Hold Animal
Lesser Restoration
Might of the Oaks (MotW)
Persistance of the Waves (MotW)
Regenerate Moderate Wounds (MotW)
Resist Elements
Soften Earth and Stone
Speak with Animals
Speed of the Wind (MotW)
Summon Nature's Ally II
Summon Swarm
Woodshape

3rd-Level
Blindsight (MoF)
Call Lightning
Circle Dance (MoF)
Diminish Plants
Greater Magic Fang
Infestation of Maggots (MoF)
Meld Into Stone
Nature's Favor (MotW)
Neutralize Poison
Plant Growth
Protection from Elements
Regeneration Ring (MotW)
Remove Disease
Speak with Plants
Spike Growth
Stone Shape
Summon Nature's Ally III
Water Breathing

4th-Level
Antiplant Shell
Beget Bogun (MotW)
Feathers (MotW)
Flame Strike
Freedom of Movement
Languor (MotW)
Last Breath (MotW)
Miasma (MotW)
Regenerate Serious Wounds (MotW)
Reincarnate
Repel Vermin
Rusting Grasp
Scrying
Spike Stones
Summon Nature's Ally IV

5th-Level
Animal Growth
Atonement
Awaken
Commune with Nature
Control Winds
Death Ward
Hallow
Ice Storm
Insect Plague
Kiss of Death (MotW)
Memory Rot (MoF)
Regenerate Critical Wounds (MotW)
Summon Nature's Ally V
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Fire
Wall of Thorns
 

Nikolai Dhavros, age 21

Medium-sized Male Human Rogue 1/Cleric 9; HD 1d6+9d8; hp 61; Init +3 (+3 dex); Speed 30 ft; AC 20 (+3 dex, +5 armor; +2 Cloak of Protection), 22 vs. Evil (+2 circlet of protection from evil) Flat-footed 16, touch 13; Attack +8/+3 (+6 BAB, +1 Str, +1 MW Quarterstaff), +6/+6/+1 used as double headed weapon; Dmg 1d6+1/1d6, Divine Power'd Attack +13/+13/+8, dmg 1d6+4, 1d6+2, Divine Power'd/Divine Favor'd/Greater Magic Weapon'd Attack +19/+19/+14, dmg 1d6+10/1d6+8;
Save Fort +6, Ref +7, Will +9; AL NG; Str 12, Dex 16, Con 10, Int 10, Wis 17, Cha 12

Languages: Common, Terran

Feats: Craft Wand, Weapon Focus: Quarterstaff, Two-Weapon Fighting, Ambidexterity

Skills: Balance +10, Bluff +2, Climb +3, Craft: Stonemasonry 1, Craft: Carpentry 1, Gather Information 2, Hide 7, Intuit Direction 6, Jump 8, Knowledge: Religion 13, Listen 6, Move Silently 5, Open Lock 5, Search 3, Sense Motive 5, Speak Terran 2, Spellcraft 1, Spot 5, Swim 2, Tumble 10, Use Rope 4, Wilderness Lore 5

Special Abilities: Reroll 1/day (luck Domain), Freedom of Movement, 9 rounds per day (Travel Domain), Turn Undead 4/day

Spells: 6 0lvl, 5+1 1st, 5+1 2nd, 4+1 3rd, 2+1 4th, 1+1 5th

Magic Items:
Circlet of Protection from Evil, Cloak of Protection +2, Wands of Cure Light Wounds (13 charges), Cure Critical Wounds (10 charges), Restoration (3 charges)

Other Items carried: Heavy Crossbow, +1 Masterwork Quarterstaff (has concealed spear head in one end, allowing it to be used as a longspear with 10' reach, free action to engage spear head), Masterwork Mithril Breastplate
 
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Apparently there's a special exception in the errata'd version of awaken that makes the recipient a magical beast for most purposes except for "physical" changes like animal growth.

I don't really get it, but there's an awakened animal in Lord of the Iron Fortress that can be grown, so it must be valid at least that far.

According to the rules the Rules Council who conveened to address this matter awakened animals are officially still animals for the sake of thier physical aspects, ie they can be targeted by animal growth, etc., but are magical beast in all other ways, ie cannot be targeted by animal friendship, etc..

Roughly two-thirds of the way down http://www.enworld.org/messageboards/showthread.php?s=&threadid=12529&pagenumber=3

Kid Charlemagne said:
Ya know, not to get too technical, but I think Gizmo can't be Animal Growth'd, since he's a magical beast, not an actual animal anymore...

I'll post Nikolai Dhavros (Rog 1/Cleric 9) tomorrow, if I remember to bring his character sheet to work with me.
 

Kellan Evershar, age 20

Male Human Paladin 9/Cleric 1/Hospitaler 3 (of Heironeous); medium sized humanoid; HD 9d10 + 4d8 + 13; hp 100; Init +0; Speed 40 ft; AC 28 (+15 Armor, +1 Natural, +2 deflection), 75% chance of critical hits failing; Attack Preudomme (Longsword +3 (Leveling, Keen, Shocking Burst)) +19/+14/+9 melee, or Mighty Longbow +15/+10/+5 ranged, or dagger +15/+10/+5 melee; Dmg Preudomme d8 +d6 shock +6 (Crit 15-20/x2 +d10 shocking burst), arrow d6 +2 (Crit x3), dagger d4 + 3 (Crit 19-20/x2); SV Fort +15, Ref +7, Will +11; AL LG; Str 16, Dex 10, Con 12, Int 10, Wis 15, Cha 16.

Languages Spoken: Common, Terran

Skills: Concentration +5; Diplomacy +8; Handle Animal +6; Heal +5; Intimidate +3; Knowledge (arcane) +1; Knowledge (religion) +4; Listen +2; Ride (horse) +9; Ride (sphinx) +5; Sense Motive +1; Spellcraft +3; Spot +3

Feats: Weapon Focus (longsword), Power Attack, Cleave, Divine Might, Mounted Combat, Ride-By Attack, Improved Critical (longsword)

Special Abilities and Qualities: Detect Evil 60’ at will; Immune to Fear; Allies within 10’ get +4 to saves vs. fear; Immune to disease; Remove Disease 4/week; Turn Undead (6/day as 9th level cleric - +5 on turn checks, 3d6+12 HD turned); share spells with mount; Lay on Hands to heal 36 hp/day; Smite Evil 1/day (+3 atk, +12 damage vs. evil opponent)

Magic Items: Preudomme (Longsword +3 Leveling Keen Shocking Burst), Full Plate +2, Large Steel Shield +3 of Fortification, Belt of Strength +2, Amulet of Natural Armor +1, Phylactery of Faithfulness, Wand of Cure Light Wounds (3 ch), Wand of cure critical wounds (11 ch), Wand of restoration (3 ch), Ring of Protection +2, Horn of Goodness, potion of Jump, Helm of Read Magic and Comprehend Languages, boots of expeditious advance, scroll of heal.

Mount: Nahktibastet (Gynosphinx (Large Magical Beast)), aka Miw-Sher: HD 10d10+10; hp 67; Init +5; Speed 40ft, fly 60 ft (poor); AC 25 (-1 size, +1 DEX, +15 natural); Attack 2 claws (+11 melee); Damage claw 1d6+4; Face/Reach 5ft by 10ft/5 ft; Special Attacks Pounce, rake 1d6+2, spell-like abilities; SV Fort +15, Ref +7, Will +11; AL N (with G tend.); Skills Concentration +12, Intimidate +13, Listen +17, Spot +17; Feats Combat Casting, Fly-by Attack, Improved Initiative, Iron Will; Str 20, Dex 12, Con 13, Int 18, Wis 19, Cha 19. (Kellan’s Ride check is +11 while riding Nahktibastet.)

Special Abilities and Qualities: Paladin’s Mount (extra AC, HD, Str, shared saves included above), Improved Evasion, share spells, empathic link; Pounce (Ex): If sphinx leaps upon foe during first round of combat, she may make full attack even if move action already taken); Rake (Ex): A sphinx that pounces onto a creature can make 2 rake attacks with hind legs; 3/day: clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day: comprehend languages, locate object, dispel magic, remove curse, legend lore (all as 14th lvl sorcerer, save DC14+spell level); 1/week: one each of symbol of death, discord, insanity, pain, persuasion, sleep, stunning (as 18th lvl sorcerer, save DC22).

Spells:

Paladin: 2/1 (cast as 4th level cleric)
1st (DC13) : Protection from Evil, Bless Weapon
2nd (DC14) : Resist Elements

Cleric: 5/4+1/3+1 (cast as 4th level cleric)
Domains: Glory, War
Oth (DC12) : Light (2); Detect Magic (2); Tongue of Angels
1st (DC13) : Divine Favor, Flash of Lightning, Sanctuary, Prot Evil, (DOM) Disrupt Undead
2nd (DC14): Wall of Thought, Shockwave, Cure Moderate Wounds, (DOM) Spiritual Weapon
 
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Nik's next level is going to be in the Contemplative Prestige Class. His cleric spells will go up, and he gets a Prestige Domain (which will be Celerity, which is really nice, and very appropriate for Nik's character: +2 Dex, +10' of movement, and a couple other things, I think).
 


Dinkeldog said:
Celerity domain is very nice.

So I take it you've decided to stay more on the cleric route than returning back to rogue?

Yes, the higher level spells are just too nice. If we need it, I'll try and get some items to replicate rogue skills...
 

I note that there is no stats for Jori in gnome form... interesting...


As for the paladin, why take a cleric level? did you loose your paladinhood or?

Be sure to ask Wulf about the hospitalier, it is way up there in the "huge potential for abuse" PrC and isn't 100% clear.

Ancalagon
 

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