Ko Hano

From RPGnet
Revision as of 12:27, 24 September 2019 by 166.57.29.187 (talk) (Druid Talents)
Jump to: navigation, search

Ko Hano did not have a normal elven childhood because he wasn't a normal elven child. He was born when a particularly big river rock washed up on shore near the Queen's court; when her guard went to take a look, the stone cracked like an egg and an elven infant was inside. This is unusual, to say the least, and it wasn't long before people started considering the child as a part of a prophecy. Which prophecy was a question, though, and Ko was handed off to be raised at a temple as acolytes and scholars considered the question. Despite years of study and consultation with the adepts of Santa Cora, no answer was forthcoming. While all this was going on, Ko was growing into a strong young man with an affinity for the spirits of animals and the land.

Certain factions within the Elf Queen's court began to grow concerned at Ko's presence. No one could determine if his purpose was the revive the deep empire of the dwarves, or drive out the high elves, or tame the Iron Sea, or simply to bring about lower taxes in Glitterhagen. Unable to determine if he was a threat to the elven people or a boon in disguise, he was routinely sent out far away from the woods as a messenger or diplomat. That suits Ko just fine; having grown up behind walls and among scholars, he longs to see the world that he's only read about.

Ko Hano is an short, slim elven man with skin tanned a tawny color, jet-black hair and sea-green eyes. He lets his hair fall down freely about his shoulders and he always has a sunny smile. He tends to wear a thick jacket, leather trousers, and moccasins, all in earth colors and well-worn by use. He carries a walking staff almost a head taller than he is and a simple belt pouch, and not much else. People are sometimes surprised that he can cross the breadth of the Dragon Empire without weapon or bedroll, but it never seems to bother Ko.


Ko Hano

Level 4 Wood Elf Druid (Shifter Adept/Warrior Initiate)

One True Thing: Born from a River Rock Race: Wood Elf - +2 Dex, Elven Grace Class: Druid - +2 Wis

Ability Scores

Str 10 [+0]
Dex 17 [+3]
Con 15 [+2]
Int 10 [+0]
Wis 17 [+3]
Cha 12 [+1]

HP 51/51
AC 19 in Light
PD 16
MD 16
Init +7
Rec 1d6+1 [8]

Attacks

Beast Form Attack +7 [Natural Even Hit: 4d10+3/ 4, Natural Odd Attack: 4d6+3/ 4]

Background
Child of Prophecy? [2]
Raised in Temples [3]
Touristy Elven 'Diplomat' [3]

Features

Elven Grace
At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn. At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can’t get any more extra actions that battle.

Druid Talents

You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer. You can also talk to plants and animals. If there is useful information to gain, roll a skill check that’s appropriate for the tier. Talking to animals requires a hard DC, and plants usually require a ridiculously hard DC. Gain a +2 bonus when talking with animals.
Adventurer Feat You can talk with plants and animals pretty much as often you like, and you gain a +5 bonus to any skill checks involved.

Shifter Druid

Scout Form

Scout forms are magical versions of normal, smaller animals that are useful for scouting, such as bobcats, coyotes, owls, lizards, dire rats, giant spiders, and so on. In scout form, you shouldn’t have any problem slipping through the world without being troubled by any but the most serious defenses. However, you don’t look like a natural animal; there’s something extremely magical about you.
Becoming a small animal isn’t a perfect translation of self. Your humanoid brain doesn’t work the same when you’ve shifted into scout form. You don’t talk. You can’t cast spells. Your magical items and possessions change shape with you, but you don’t get to use them in scout form. You maintain your identity and know who your allies are, but you’re as much an animal as a person while in the form.
Before rolling initiative, you expend one daily scout form use and roll a skill check to see how successful you were with your combat recon. Depending on the terrain, the weather, and the particular enemies or dangers, the GM will ask you to use an ability score that makes sense for the situation just like any other check, though Wisdom, Dexterity, and Strength are often common choices.
You’ll normally roll against the standard difficulty of the current environment. While in scout form in an adventurer-tier area, the normal check starts at DC 15, a hard check is DC 20, and a ridiculously hard check is DC 25. Champion tier increases the DC by 5, and epic tier by 5 more. Note that a successful check that qualifies for a higher DC gains you the information/advantage for that result, plus any lower results. A normal success or better probably negates any chance of an ambush or surprise by the enemy you’ve scouted.

Beast Form

At-Will for Shifter adepts
Quick action
Effect: You leave your humanoid form behind and assume the form of a deadly predator such as a panther, tiger, lion, or another animal that you are naturally connected to. Stick to four-legged natural predators, not creatures with supernatural abilities or the ability to fly.
Shifter adepts can speak in growly voices and cast spells while in beast form.
Magic items: Your magic items stick with you and you get the benefit of their default bonuses. Yes, this means the bonuses from your magic axe translate to your beast form. Shifter adepts can use their magic item powers while in beast form.
Beast form actions: Shifter adepts can shift freely between humanoid form and beast form during a battle. Shifting to humanoid form during your turn is a quick action. So is shifting back to beast form.
Beast aspects: While in beast form, you can take on aspects of different beasts to help you in battle (see below). You don’t have to use the aspects; they’re an option to improve your beast form attacks and powers, not a requirement. While in beast form, you attack in melee using a beast form attack.
Adventurer Feat Your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level. You can have two beast aspects active at the same time. If you start using a third aspect, one of the two previous aspects of your choice ends.

Beast Aspects

Leopard Aspect
Recharge 16+ for adepts
Quick action
Until the end of the battle, when an enemy misses you with a melee attack and rolls a natural 1–4, you gain an additional standard action during your next turn. You can only gain one additional standard action a turn this way. Powers like elven grace or a command won’t stack with this effect either.
As the initiate effect, and you gain a +2 bonus to AC. You also gain a +5 bonus to disengage checks and to saves against being stuck, dazed, or stunned.

Owlbear Aspect
Recharge 16+ for adepts
Quick action
Until the end of the battle, your crit range with melee attacks expands by 2.
As the initiate effect, and you gain a +1 bonus to melee attacks and a +2 bonus to AC and PD.
Adventurer Feat When you score a critical hit, you heal hit points equal to your level + your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).

Tiger Aspect
Recharge 16+ for adepts
Quick action
Until the end of the battle, you gain the benefits of two-weapon fighting: if your attack roll is a natural 2, you can reroll the attack, but must use the reroll. In addition, the crit range of attacks you reroll this way expands by 4.
As the initiate effect, and increase the size of your beast form melee attack damage dice by one size (for example, d6s become d8s, and d10s become 12s).

Warrior Druid

Spending a single talent on Warrior Druid lets you choose one of the three following benefits:

   Your AC in light armor is 12 instead of 10 like most other druids.
   You don’t take opportunity attacks from enemies engaged with you when you cast ranged druid spells.
   Your base hit points are 7 + CON mod instead of 6 + CON mod.

Like the fighter class, you gain access to flexible attacks when you make basic melee attacks during your turn. Roll your attack, then choose one of the flexible attacks you know that can be triggered by your natural attack roll. Unlike the fighter, you can usually use each of your flexible attacks only once per battle.
If you’re also a Shifter Adept, you can use your Warrior Druid flexible attacks while in beast form.
Adventurer Feat Choose another Warrior Druid benefit you weren’t able to start with. Whether you’re an initiate or an adept, you can take this feat twice to gain the two Warrior Druid benefits you are missing.

Maneuvers

Ancestral Guidance
Flexible once-per battle melee attack
Triggering Roll: Natural odd roll
Effect: Add damage to the attack equal to your Wisdom modifier, hit or miss. (Double your Wisdom modifier at 5th level; triple it at 8th level.)

Warrior’s Blessing
Flexible once-per-battle melee attack
Triggering Roll: Any natural even roll
Effect: You heal hit points equal to your Strength or Dexterity modifier (double that modifier at 5th level; triple it at 8th level).

Feats

Beast Form (Adventurer)
Your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level. You can have two beast aspects active at the same time. If you start using a third aspect, one of the two previous aspects of your choice ends.

Warrior Druid (Adventurer)
Choose another Warrior Druid benefit you weren’t able to start with. Whether you’re an initiate or an adept, you can take this feat twice to gain the two Warrior Druid benefits you are missing.

Owlbear Aspect (Adventurer)
When you score a critical hit, you heal hit points equal to your level + your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).

Druid Talents (Adventurer)
You can talk with plants and animals pretty much as often you like, and you gain a +5 bonus to any skill checks involved.

Gear

Thick Coat (Light armor)
Walking Staff (2-H simple)
Belt pouch

Icons

The Elf Queen 1 (Conflicted)
The Priestess 1 (Positive)
The Emperor 1 (Conflicted)