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== Summary == | == Summary == | ||
− | '''Neutral Good Male Phanaton Druid | + | '''Neutral Good Male Phanaton Druid 5''' |
− | + | *HD 5d8 | |
− | + | *Hit points 33 | |
− | + | *Initiative +2 | |
− | Initiative +2 | + | *Speed 25' Climb 25' Glide 40' |
− | + | *AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15 | |
− | Speed 25' Climb 25' Glide 40' | + | * Size Small (2' 8", 27lbs) |
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− | AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed | ||
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− | Size Small (2' 8", 27lbs) | ||
== Abilities == | == Abilities == | ||
− | Strength 8 (-1) | + | *Strength 8 (-1) |
− | + | *Dexterity 14 (+2) | |
− | Dexterity 14 (+2) | + | *Constitution 12 (+1) |
− | + | *Intelligence 12 (+1) | |
− | Constitution 12 (+1) | + | *Wisdom 17 (+3) |
− | + | *Charisma 12 (+1) | |
− | Intelligence 12 (+1) | ||
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− | Wisdom 17 (+3) | ||
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− | Charisma 12 (+1) | ||
== Saves == | == Saves == | ||
− | Fortitude | + | *Fortitude +5 |
− | + | *Reflex +3 | |
− | Reflex + | + | *Will +7 |
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− | Will + | ||
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+2 when in forests; +4 vs the spell-like abilities of fey | +2 when in forests; +4 vs the spell-like abilities of fey | ||
== Attacks == | == Attacks == | ||
− | + | *Attack (melee): Club +3 (1d4-1) | |
− | + | *Attack (ranged:) Sling +6 (1d3-1) | |
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− | Club + | ||
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− | Sling + | ||
== Racial Abilities == | == Racial Abilities == | ||
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*'''Natural armor:''' A phanaton’s fur gives it a +1 natural armor bonus. | *'''Natural armor:''' A phanaton’s fur gives it a +1 natural armor bonus. | ||
*'''Darkvision:''' Phanatons have darkvision out to 60 feet. | *'''Darkvision:''' Phanatons have darkvision out to 60 feet. | ||
− | *'''Skills:''' Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks | + | *'''Skills:''' Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. |
− | *'''Gliding (Ex):''' A phanaton may use its wing membranes to glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load. | + | *'''Gliding (Ex):''' A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load. |
*'''Forest Empathy (Ex):''' A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. | *'''Forest Empathy (Ex):''' A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. | ||
*'''Prehensile Tail (Ex):''' A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks. | *'''Prehensile Tail (Ex):''' A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks. | ||
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*Mountain Lion (leopard) | *Mountain Lion (leopard) | ||
*Medium Animal | *Medium Animal | ||
− | *Hit Dice: | + | *Hit Dice: 3d8+6 (19 hp) |
− | *Initiative: + | + | *Initiative: +4 |
*Speed: 40' Climb 20' | *Speed: 40' Climb 20' | ||
− | *AC: | + | *AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13 |
− | *Saves: Fort + | + | *Saves: Fort +5, Ref +7, Will +2 |
− | *Attacks: Bite + | + | *Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1) |
− | *Base Attack/Grapple: + | + | *Base Attack/Grapple: +2/+5 |
*Special Attacks: Improved grab, pounce, rake 1d3+1 | *Special Attacks: Improved grab, pounce, rake 1d3+1 | ||
− | *Special Qualities: Low-light vision, scent | + | *Special Qualities: Low-light vision, scent |
− | *Skills: Balance + | + | *Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6 |
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. | *Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. | ||
*Feats: Alertness, Weapon Finesse | *Feats: Alertness, Weapon Finesse | ||
− | *Abilities: Str | + | *Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 |
− | *Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch | + | *Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch |
'''Combat''' | '''Combat''' | ||
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*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. | *Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. | ||
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1. | *Rake (Ex): Attack bonus +6 melee, damage 1d3+1. | ||
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== Skills == | == Skills == | ||
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*Appraise +1 (INT +1) | *Appraise +1 (INT +1) | ||
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*Bluff +1 (CHA +1) | *Bluff +1 (CHA +1) | ||
*Climb +12 (DEX +2, Phanaton +10) | *Climb +12 (DEX +2, Phanaton +10) | ||
− | *'''Concentration''' + | + | *'''Concentration''' +9 (CON +1, 8 ranks) |
*'''Craft''' +1 (INT +1) | *'''Craft''' +1 (INT +1) | ||
− | *'''Diplomacy''' + | + | *'''Diplomacy''' +1 (CHA +1) |
*Disguise +1 (CHA +1) | *Disguise +1 (CHA +1) | ||
*Escape Artist +2 (DEX +2) | *Escape Artist +2 (DEX +2) | ||
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*Gather Information +1 (CHA +1) | *Gather Information +1 (CHA +1) | ||
*'''Handle Animal''' +9 (CHA +1, 8 ranks) | *'''Handle Animal''' +9 (CHA +1, 8 ranks) | ||
− | *'''Heal''' + | + | *'''Heal''' +8 (WIS +3, Healer's Belt +2 competence, 1 rank) Healer's Kit +2 circumstance bonus per use |
*Intimidate +1 (CHA +1) | *Intimidate +1 (CHA +1) | ||
*Jump -1 (STR -1) | *Jump -1 (STR -1) | ||
− | *'''Knowledge (Nature)''' +13 (INT +1, | + | *'''Knowledge (Nature)''' +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks) |
− | *'''Perception''' + | + | *'''Perception''' +11 (WIS +3, 8 ranks) |
*Perform +1 (CHA +1) | *Perform +1 (CHA +1) | ||
− | *'''Ride''' + | + | *'''Ride''' +6 (DEX +2, Handle Animal synergy +2, 1 rank) |
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*Sense Motive +3 (WIS +3) | *Sense Motive +3 (WIS +3) | ||
*Stealth +10 (DEX +2, Small +4, Phanaton +4) | *Stealth +10 (DEX +2, Small +4, Phanaton +4) | ||
*'''Spellcraft''' +2 (INT +1, 1 rank) | *'''Spellcraft''' +2 (INT +1, 1 rank) | ||
− | *'''Survival''' +10 (WIS +3, | + | *'''Survival''' +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments |
*'''Swim''' -1 (STR -1) | *'''Swim''' -1 (STR -1) | ||
*Use Rope +2 (DEX +2) | *Use Rope +2 (DEX +2) | ||
− | + | *Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2) | |
− | *Wild Empathy + | ||
Languages Known: Common, Phanaton, Sylvan, Druidic | Languages Known: Common, Phanaton, Sylvan, Druidic | ||
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== Feats == | == Feats == | ||
− | * | + | *Spell Focus (Conjuration): All conjuration spells receive +1 DC. |
− | * | + | *Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell. |
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== Spells == | == Spells == | ||
− | *Spells Per Day | + | *Spells Per Day 5/4/3/2 |
− | *0th (DC 13): Cure Minor Wounds; Guidance | + | *0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance |
− | *1st (DC 14): | + | *1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame |
− | *2nd (DC 15): | + | *2nd (DC 15): Barkskin, Mass Snake's Swiftness, Summon Swarm |
− | *3rd (DC 14): | + | *3rd (DC 14): Greater Magic Fang, Sleet Storm |
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== Gear == | == Gear == | ||
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* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66] | * 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66] | ||
* 190 Darkwood buckler (1.25 lbs) | * 190 Darkwood buckler (1.25 lbs) | ||
− | * 750 Healing Belt (1 lb) [MIC pp 110] | + | * 750 Healing Belt (1 lb) [MIC pp 110] |
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) | **While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) | ||
**1 charge: Heals 2d8 points of damage. | **1 charge: Heals 2d8 points of damage. | ||
**2 charges: Heals 3d8 points of damage. | **2 charges: Heals 3d8 points of damage. | ||
**3 charges: Heals 4d8 points of damage. | **3 charges: Heals 4d8 points of damage. | ||
− | * 750 Wand of Lesser Vigor | + | * 750 Wand of Lesser Vigor 50 charges |
* 750 Wand of Speak with Animals 50 charges | * 750 Wand of Speak with Animals 50 charges | ||
*3000 Lesser Metamagic Rod - Extend (2.5 lbs) | *3000 Lesser Metamagic Rod - Extend (2.5 lbs) | ||
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*2000 Heward's haversack (5 lbs) | *2000 Heward's haversack (5 lbs) | ||
* 5 Spell component pouch (0.5 lbs) | * 5 Spell component pouch (0.5 lbs) | ||
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**Faerie Fire | **Faerie Fire | ||
− | * | + | *450 Scrolls - 2nd Lvl |
+ | **Delay Poison | ||
**Mass Snake's Swiftness | **Mass Snake's Swiftness | ||
**Resist Energy | **Resist Energy | ||
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* 50 Healer's Kit | * 50 Healer's Kit | ||
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket | * 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket |