Alardan Graywander

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CG human warlock 5

Ability Scores

   Str 12 (+1)
   Dex 16 (+3)
   Con 15 (+2)
   Int 14 (+2)
   Wis 8 (-1)
   Cha 16 (+3)
  • BAB/Grapple: +4/+5
  • AC 18(+1 luck, +3 Dex, +4 armor), touch 14, flat-footed 15
  • hp 44
  • Speed 30'
  • Initiative +3

Languages Known: Common, Draconic, Furfolk Commonspeech

Melee: Spear +5 (1d8+1)

Ranged: Eldritch blast +7 (3d6)

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) +9 (7 ranks, +2 Int)
   Ride +5 (CC) (2 ranks, +3 Dex)
   Spellcraft +11 (7 ranks, +2 synergy, +2 Int) (+13 decipher scrolls)
   Tumble (CC) +6 (4 ranks, +3 Dex)
   Use Magic Device +12 (9 ranks, +3 Cha) (+13 use scrolls)

Special Abilities

   Eldritch blast (30' ranged touch, 3d6 damage, at will)
   Detect magic at will
   DR 4/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.