Ch'Watikk

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Ch'Watikk (Red Squirrel)

A tribe of Phanatons live in the deepest parts of the 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 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.

Ch’Watikk is so named for his ruddy fur and bushy tail. He is a tallish lean Phanaton with large yellow eyes. 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’.

Neutral Good Male Phanaton Druid 5 HD 5d8 Hit points 33 Initiative +2 Speed 25' Climb 25' Glide 40' AC 20 (+1 size, +2 Dex, +4 armor, +2 shield, +1 natural) touch 13, flat-footed 16


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

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 gies 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: You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+7 Bardic Music: Performances can create varied magical effects 5 times per day. Countersong(Su): You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds. Fascinate(Sp): You can fascinate 2 creature(s) within 90 feet. If you beat their Will save with a Perform check (at +1 due to Song of the Heart), they will listen quietly for up to 5 round(s). Inspire Courage(Su): While singing; all allies who can hear you gain a +2 morale bonus to saving throws against charm and fear effects; and a +2 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds. Inspire Competence(Su): You can help an ally succeed at a task. They get a +3 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes.

Skills: Bluff +11 Diplomacy +15 Escape Artist +9 Perception +5 Perform Oratory +11 Sense Motive +7 Spellcraft +10 Tumble +9 Feats: Melodic Casting (Roll Perform check instead of Concentrate; can cast spells and activate magic items by command word or spell completion while using a bardic music ability.) Song of the Heart (When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1.) Spells Spells Per Day 6/4/2 Spells Known: 3/4/3 0th (DC 13): Prestidigitation, Read magic, Message 1st (DC 14): Improvisation, Inspirational Boost, Grease, Distort Speech 2nd (DC 15): Glitterdust, Curse of Impending Blades, Battle Hymn Languages Known: Common, Gnome, Goblin, Draconic

Gear Mithrilmist Armor 3400 gp Darkwood Buckler 205 gp Handy Haversack 2000 gp Anklet of Translocation 1400 gp Short Bow, masterwork 330 gp 40 arrows 2 gp 20 silver arrows 3 gp Riding Dog/Saddle 150 gp Studded Leather Barding 50 gp Spiked Gauntlet 5 gp Tent 10 gp 2 weeks Rations 7 gp 4 Waterskins 4 gp Blanket (2) 1 gp Variety of Expensive Clothing 250 gp Wand of Cure Light Wounds 750 gp Bullseye lantern 12 gp 6 pints oil 6 sp Flint and steel 1 gp 2 Component Pouches 10 gp Belt Pouch 1 gp Everburning Torch 110 gp