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'''CG human warlock 9''' '''Ability Scores''' Str 12 (+1) Dex 16 (+3) Con 15 (+2) Int 14 (+2) Wis 8 (-1) Cha 17 (+3) *BAB/Grapple: +6/+7 *AC 18 (+1 luck, +3 Dex, +4 armor), touch 14, flat-footed 15 *hp 59 *Speed 30' *Initiative +3 Languages Known: Common, Draconic, Furfolk Commonspeech Melee: Spear +7/+2 (1d8+1) Ranged: Eldritch blast +9 (6d6) '''Saves''' Fort +6 (+3 class, +1 feat, +2 Con) Ref +7 (+3 class, +1 feat, +3 Dex) Will +6 (+6 class, +1 feat, -1 Wis), +9 vs enchantments '''Feats''' Luck of Heroes (+1 luck bonus on all saves plus AC) Fey Heritage (+3 to Will saves vs enchantment) Fey Skin (DR X/cold iron, where X is the number of feats that have Fey Heritage as a prerequisite. Stacks with the DR from warlock levels) Fey Presence (charm monster, deep slumber, disguise self, each 1/day) Fey Legacy (confusion, dimension door, summon nature's ally V, each 1/day) '''Skills''' Concentration +13 (11 ranks, +2 Con) Handle Animal (CC) +5 (2 ranks, +3 Cha) Heal +1 (+2 belt, -1 Wis) Knowledge (Arcana) +12 (10 ranks, +2 Int) Ride +6 (CC) (3 ranks, +3 Dex) Spellcraft +15 (11 ranks, +2 synergy, +2 Int) (+16 decipher scrolls) Tumble (CC) +6 (4 ranks, +3 Dex) Use Magic Device +15 (12 ranks, +3 Cha) (+17 use scrolls) '''Special Abilities''' Eldritch blast (60' ranged touch, 5d6 damage, at will) Detect magic at will DR 6/cold iron Deceive Item (can take 10 on Use Magic Device checks, even if under stress) Fiendish Resilience (fast healing 1 for 2 minutes [20 rounds], 1/day) Baleful Utterance (speak a single word of the Dark Speech; as shatter spell; if a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute) See the Unseen (darkvision 60' and see invisible for 24 hours) Earthen Grasp (hand of earth grabs foes (+11 melee touch, +11 grapple) and does 1d6+4 damage once pinned. Hand is AC 15 with hardness 4 and 24 hp) Beshadowed Blast (When struck by an eldritch blast, Fort DC 17 or be blinded for one round) Flee the Scene (Dimension door, range Close (45', leave behind an illusionary duplicate that remains for one round and reacts appropriately) Relentless Dispelling (Targeted dispel magic at +9, repeats automatically one round later) '''Gear''' *Explorer's outfit (free, no weight when worn) *Spear (2 gp, 6 lbs) *Dagger (2 gp, 1 lb) *MW chain shirt (250 gp, 10 lbs) *Backpack (2 gp, 2 lbs) *Flint & steel (1 gp) *Pouch, belt (2) (2 gp, 1 lb) *Rope, silk (50') (10 gp, 5 lbs) *Sunrod (2 gp, 1 lb) *''Scroll of protection from evil'' (25 gp) *''Gloves of eldritch admixture'' (2,500 gp) *''Third eye of improvisation'' (1,000 gp) *''Healing belt'' (750 gp) *''Chasuble of Fell Power'' (+1d6 to eldritch blast) *''Wand of Concealment'' *''Staff'' taken from enemy drow [contains ''mage armor,'', firebolt spell, defensive spell, and two unknown spells]. *78 gp, 5 sp, 5 cp Total weight 27 lbs Croakus the Battletoad (700 gp) Gear kept on Croakus *Exotic military saddle (60 gp, 40 lbs, +2 on Ride checks to remain in the saddle) *Bit & bridle (2 gp, 1 lb) *Saddlebags (4 gp, 8 lbs) *Toad feed (5 days) (25 cp, 50 lbs) *Toad treats (5 gp) *Toad blanket (like a horse blanket, but for a toad) (1 gp, 12 lbs) *Bedroll (1 sp, 5 lbs) *Blanket, winter (5 sp, 3 lbs) *Rations, 5 days (25 sp, 5 lbs) '''Croakus, Battle Toad''' *Advanced Dire Toad Warbeast *Large Animal *Hit Dice: 8d8+48 (84 hp) *Initiative: +1 *Speed: 40β *AC: 15 (-1 size, +1 Dex, +5 natural), touch 11, flat-footed 14 *Base Attack/Grapple: +6/+16 *Attack/Full Attack: Bite +11 melee or tongue +6 ranged *Damage: Bite 1d8+9 plus poison or tongue special *Space/Reach: 10β/5β *Special Attacks: Improved grab, poison, swallow whole *Special Qualities: Combative mount, low-light vision *Saves: Fort +12, Ref +7, Will +9 *Abilities: Str 22, Dex 12, Con 22, Int 2, Wis 17, Cha 7 *Skills: Hide +3, Jump +21, Listen +11, Spot +11 *Feats: Dodge, Improved Natural Attack (bite), Mobility *Climate/terrain: Temperate and warm lands, aquatic, and underground *Organization: Solitary or swarm (10-100) *Challenge Rating: 5 *Alignment: Always neutral *Carrying Capacity: Light 229 lbs, medium 230-459 lbs, heavy 460-690 lbs *Combative Mount (Ex): A rider on a trained warbeast gains a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium, and heavy armor. *Improved Grab (Ex): If a battle toad hits a Medium or smaller opponent with a bite attack or a tongue attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can try to swallow the opponent. Alternatively, the toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. *Poison (Ex): Injury (bite); Fort DC 20; damage 1d6 Con/1d6 Con. *Swallow Whole (Ex): A battle toad can swallow a grabbed opponent of size Medium or smaller by making a successful grapple check. Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d6 points of acid damage per round from the battle toad's stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad's mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A battle toadβs stomach can hold 2 Medium, 8 Small, or 16 Tiny or smaller opponents. *Skills: A battle toad receives a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Jump checks. A warbeast receives a +1 racial bonus on Listen and Spot checks. *Saving Throws: A dire animal has all good saves. *Trick Known: Attack, Come, Defend, Down, Guard, Heel, and Do Not Eat.
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