Difference between revisions of "Alardan Graywander"
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− | '''CG human warlock | + | '''CG human warlock 7''' |
'''Ability Scores''' | '''Ability Scores''' | ||
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Cha 16 (+3) | Cha 16 (+3) | ||
− | *BAB/Grapple: + | + | *BAB/Grapple: +5/+6 |
*AC 18(+1 luck, +3 Dex, +4 armor), touch 14, flat-footed 15 | *AC 18(+1 luck, +3 Dex, +4 armor), touch 14, flat-footed 15 | ||
− | *hp | + | *hp 49 |
*Speed 30' | *Speed 30' | ||
*Initiative +3 | *Initiative +3 | ||
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Languages Known: Common, Draconic, Furfolk Commonspeech | Languages Known: Common, Draconic, Furfolk Commonspeech | ||
− | Melee: Spear + | + | Melee: Spear +6 (1d8+1) |
− | Ranged: Eldritch blast + | + | Ranged: Eldritch blast +8 (4d6) |
'''Saves''' | '''Saves''' | ||
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Handle Animal (CC) +5 (2 ranks, +3 Cha) | Handle Animal (CC) +5 (2 ranks, +3 Cha) | ||
Heal +1 (+2 belt, -1 Wis) | Heal +1 (+2 belt, -1 Wis) | ||
− | Knowledge (Arcana) + | + | Knowledge (Arcana) +10 (8 ranks, +2 Int) |
− | Ride + | + | Ride +6 (CC) (3 ranks, +3 Dex) |
− | Spellcraft + | + | Spellcraft +12 (8 ranks, +2 synergy, +2 Int) (+13 decipher scrolls) |
Tumble (CC) +6 (4 ranks, +3 Dex) | Tumble (CC) +6 (4 ranks, +3 Dex) | ||
− | Use Magic Device + | + | Use Magic Device +13 (10 ranks, +3 Cha) (+15 use scrolls) |
'''Special Abilities''' | '''Special Abilities''' | ||
− | Eldritch blast (60' ranged touch, | + | Eldritch blast (60' ranged touch, 4d6 damage, at will) |
Detect magic at will | Detect magic at will | ||
− | DR | + | DR 5/cold iron |
Deceive Item (can take 10 on Use Magic Device checks, even if under stress) | Deceive Item (can take 10 on Use Magic Device checks, even if under stress) | ||
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) | 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) |
Revision as of 15:10, 19 January 2019
CG human warlock 7
Ability Scores
Str 12 (+1) Dex 16 (+3) Con 15 (+2) Int 14 (+2) Wis 8 (-1) Cha 16 (+3)
- BAB/Grapple: +5/+6
- AC 18(+1 luck, +3 Dex, +4 armor), touch 14, flat-footed 15
- hp 49
- Speed 30'
- Initiative +3
Languages Known: Common, Draconic, Furfolk Commonspeech
Melee: Spear +6 (1d8+1)
Ranged: Eldritch blast +8 (4d6)
Saves
Fort +5 (+2 class, +1 feat, +2 Con) Ref +6 (+2 class, +1 feat, +3 Dex) Will +5 (+5 class, +1 feat, -1 Wis), +8 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)
Skills
Concentration +11 (8 ranks, +2 Con) Handle Animal (CC) +5 (2 ranks, +3 Cha) Heal +1 (+2 belt, -1 Wis) Knowledge (Arcana) +10 (8 ranks, +2 Int) Ride +6 (CC) (3 ranks, +3 Dex) Spellcraft +12 (8 ranks, +2 synergy, +2 Int) (+13 decipher scrolls) Tumble (CC) +6 (4 ranks, +3 Dex) Use Magic Device +13 (10 ranks, +3 Cha) (+15 use scrolls)
Special Abilities
Eldritch blast (60' ranged touch, 4d6 damage, at will) Detect magic at will DR 5/cold iron Deceive Item (can take 10 on Use Magic Device checks, even if under stress) 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 (+10 melee touch, +10 grapple) and does 1d6+4 damage once pinned. Hand is AC 15 with hardness 4 and 18 hp) Beshadowed Blast (When struck by an eldritch blast, Fort DC 17 or be blinded for one round)
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)
- 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: 40’
- 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: 10’/5’
- 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 toad’s 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.