Difference between revisions of "Ch'Watikk"

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(Skills)
(Skills)
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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''' +8 (WIS +3, Healer's Belt +2 competence, 1 rank) Healer's Kit +2 circumstance bonus per use
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*'''Heal''' 6 (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)

Revision as of 15:08, 29 June 2018

Ch'Watikk (Red Squirrel)

A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood - that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.

As a young boy, Ch'Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather's footsteps as a Druid. He was his grandfather's favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit's dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.

A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.

He looks a little bit like this.

Summary

Neutral Good Male Phanaton Druid 5

  • HD 5d8
  • Hit points 33
  • 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
  • Size Small (2' 8", 27lbs)

Abilities

  • Strength 8 (-1)
  • Dexterity 14 (+2)
  • Constitution 12 (+1)
  • Intelligence 12 (+1)
  • Wisdom 17 (+3)
  • Charisma 12 (+1)

Saves

  • Fortitude +5
  • Reflex +3
  • Will +7

+2 when in forests; +4 vs the spell-like abilities of fey

Attacks

  • Attack (melee): Club +3 (1d4-1)
  • Attack (ranged:) Sling +6 (1d3-1)

Racial Abilities

  • Abilities: Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.
  • Movement: Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.
  • Small: As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.
  • Natural weapons: A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.
  • Natural armor: A phanaton’s fur gives it a +1 natural armor bonus.
  • 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.
  • 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.
  • 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.

Class abilities:

  • Druid Spells: Ch’Watikk regains druid spells at dawn.
  • Animal Companion (Ex): A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:
    • Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
    • Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
  • Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
  • Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
  • Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
  • Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
  • Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.

Animal Companion - Chinikkt Ahow

  • Mountain Lion (leopard)
  • Medium Animal
  • Hit Dice: 3d8+6 (19 hp)
  • Initiative: +4
  • Speed: 40' Climb 20'
  • AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13
  • Saves: Fort +5, Ref +7, Will +2
  • Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
  • Base Attack/Grapple: +2/+5
  • Special Attacks: Improved grab, pounce, rake 1d3+1
  • Special Qualities: Low-light vision, scent
  • 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.
  • Feats: Alertness, Weapon Finesse
  • Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
  • Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch

Combat

  • Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
  • 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.

Skills

  • Appraise +1 (INT +1)
  • Balance +2 (DEX +2)
  • Bluff +1 (CHA +1)
  • Climb +12 (DEX +2, Phanaton +10)
  • Concentration +9 (CON +1, 8 ranks)
  • Craft +1 (INT +1)
  • Diplomacy +1 (CHA +1)
  • Disguise +1 (CHA +1)
  • Escape Artist +2 (DEX +2)
  • Gather Information +1 (CHA +1)
  • Handle Animal +9 (CHA +1, 8 ranks)
  • Heal 6 (WIS +3, Healer's Belt +2 competence, 1 rank) Healer's Kit +2 circumstance bonus per use
  • Intimidate +1 (CHA +1)
  • Jump -1 (STR -1)
  • Knowledge (Nature) +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)
  • Perception +11 (WIS +3, 8 ranks)
  • Perform +1 (CHA +1)
  • Ride +6 (DEX +2, Handle Animal synergy +2, 1 rank)
  • Sense Motive +3 (WIS +3)
  • Stealth +10 (DEX +2, Small +4, Phanaton +4)
  • Spellcraft +2 (INT +1, 1 rank)
  • Survival +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments
  • Swim -1 (STR -1)
  • Use Rope +2 (DEX +2)
  • Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)

Languages Known: Common, Phanaton, Sylvan, Druidic

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.

Spells

  • Spells Per Day 5/4/3/2
  • 0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance
  • 1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame
  • 2nd (DC 15): Barkskin, Mass Snake's Swiftness, Summon Swarm
  • 3rd (DC 14): Greater Magic Fang, Sleet Storm

Gear

  • 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]
  • 190 Darkwood buckler (1.25 lbs)
  • 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.)
    • 1 charge: Heals 2d8 points of damage.
    • 2 charges: Heals 3d8 points of damage.
    • 3 charges: Heals 4d8 points of damage.
  • 750 Wand of Lesser Vigor 50 charges
  • 750 Wand of Speak with Animals 50 charges
  • 3000 Lesser Metamagic Rod - Extend (2.5 lbs)
  • 2000 Heward's haversack (5 lbs)
  • 5 Spell component pouch (0.5 lbs)
  • 100 Scrolls - 1st Lvl
    • Obscuring Mist x2
    • Wood Wose
    • Faerie Fire
  • 450 Scrolls - 2nd Lvl
    • Delay Poison
    • Mass Snake's Swiftness
    • Resist Energy
  • 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
  • 0.8 Signal whistle
  • 1.0 2 lbs soap
  • 0.6 mess kit
  • 20 leather barding for Chinikkt Ahow
  • 0 club (3 lbs) normally in haversack
  • 6 sickle (2 lbs) normally in haversack
  • 0.5 sling, 50 bullets (12.5 lbs) normally in haversack
  • belt pouch
  • 3 gp, 8 sp, 8 cp