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Started by Anastasia, March 23, 2013, 10:28:13 PM

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Anastasia

For your character sheets. Post 'em here.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

#1
Name: "Little" John
Class: Rogue 11//Monk 6/Psionic Fist 5
Deity: Pelor
Alignment: Lawful Good
Race: Human
Gender: Male
Age: 18
Height: 6'9"
Weight: 264lbs
Eyes: Brown
Hair: Brown

Description
Spoiler: ShowHide

John was one of many children who grew up at a farm on the outskirts of the Vastwoods, surrounded by a small army of siblings and cousins under the eye of their many elder relatives who maintained the large farm on the outskirts of one of the small city states bordering the great forest. His humdrum existence was brought to an end when the gnomish rogue alchemist "Big" Eric found him and thought the giant and strong young man was just what his group needed to provide some extra muscle and intimidation. Enticed by tales of heroism, riches, and women, John packed his meagre belongings and set off with Eric and his companions, the greybearded wizard "Young" Hubert and the arrogant half-elven archer "Humble" Robert.

Life as an adventurer didn't quite live up to the billing it was given, but nonetheless he enjoyed both the excitement and the camaraderie. Even if his new friends would frequently take advantage of his naivete in playing various pranks on him, and leave him a step behind when a lawman or angry father came after them, he still knew they loved him. For when danger reared its head there never were such stout companions to be had! And between Hubert's senile sermons on magic, Eric's bizarre experiments, and Robert's tips on where to really hit where it hurts, he picked up a few tricks to surprise any about to underestimate the giant's capabilities in things beyond raw muscle.

Unfortunately the dangers of the Vastwoods were destined to one day catch up with them. A few days ago while battling a group of wyverns, Hubert suffered an ill-timed heart attack while incanting a particularly challenging spell. Hard pressed without their mage, John could only watch in horror as first Robert, and then Eric were slain in turn. Bitter consolation that Eric's store of alchemical bombs went off as the wyvern was biting into his dying body. With heavy heart he buried his boon companions according to their wishes, and then set off, hoping to find succour or shelter. The Vastwoods are no place for a lone traveller, even a giant such as he.

And a giant he is, Little John is anything but as his name suggests, standing close to seven feet tall and with a stout frame to match that banishes any suggestions of lankiness. While prodigiously strong, his muscles are not the chiselled definition of the athlete, but the heavyset solidity of the workman. Somewhat plain and unremarkable of features besides his obvious stature, his wide and clean-shaven face is capped by a crown of dense curly brown hair.

An idealistic lad, John can often be accused of naivete, preferring to see the best in everyone he meets, and accordingly deals with them with straightforward honesty that borders on the gullible. He has little time for subtlety and tries to take everything at face value, and shares his opinions on all sorts of matters freely. And if he doesn't have an opinion he's surely got an anecdote from simple farm life that'll fit.




Medium Humanoid (Human)
HP: 160
Initiative: +9
Speed: 60
AC: 32 (+5 dex, +4 wis, +3 monk, +4 armour, +2 natural armour, +4 shield) 22 flat footed, 22 touch
Base attack/CMB/CMD: +8/+15/36
Attack: Headringer +21 (1d6+14 +2 vs undead +2d6+2 vs undead/animals 20/x4) or unarmed strike +18 (2d8+9 +2 vs undead +2d6+2 vs magical beasts)
Full Attack: Headringer +21/+16 (1d6+14 +2 vs undead +2d6+2 vs undead/animals 20/x2 or 4 on first crit) or Headringer +18/+18/+18/+13/+13 (1d6+11 +2 vs undead +2d6+2 vs undead/animals 20/x2 or 4 on first crit)
Space/Reach: 5/5
Special Attacks: Sneak attack +6d6, flurry of blows, unarmed strike (1d10), stunning fist (11/day, DC 22), ki strike (magic), psionics, shield other 1/day, crippling strike, dragon blast (6d6 20ft cone DC 23), counterattack, blindness/deafness (1/day DC 13)
Special Qualities: Improved evasion, improved uncanny dodge, penetrating strike, invisibility, still mind, fast movement +30, slow fall (30ft), purity of body, resistance 1/day, fire resistance 2
Saves: Fort: +13 Ref: +18 Will: +14 (+2 vs mind affecting, enchantment, and poison, +2 vs anything from undead)
Abilities: STR 23, DEX 20, CON 18, INT 11, WIS 18, CHA 13
Skills: acrobatics +21, autohypnosis +13, climb +21, concentration +18, heal +18, knowledge (arcana) +7, knowledge (local) +12, perception +18, profession (farmer) +19, psicraft +17, survival +18, stealth +19, swim +18, use magic device +15
Feats: Great fortitude (b), toughness (b), stunning fist (b), combat reflexes (b), improved trip (b), spectral skirmisher (b), up the walls (b), deft opportunist (b), run (b), extra stunning (b), mobility (b), ability focus (dragon blast) (b), practiced manifester (b), two weapon fighting (human), weapon focus (quarterstaff), wild talent, improved two weapon fighting, improved initiative
Languages: Common, sylvan

Psionics
Spoiler: ShowHide

Manifster Level 8
Power Points: 35

1: Inertial armour, offensive prescience, crystal shard (b)
2: Hustle, strength of my enemy, damp power (CP) (b)
3: Greater concealing amorpha, time hop (b)



Inventory
Spoiler: ShowHide

52.77gp

Headringer - Cold iron quarterstaff +5 undead fiercebane animal bane mindcrusher/+5 undead fiercebane animal bane mindcrusher. The first critical hit in a round dealt by Headringer has an x4 critical hit multiplier. This shot invariably hits the head or some other, similar part of the target's body and results the sound of a bell being rung. If the target survives the critical hit, it must make a Will save (DC = damage dealt by the crit) or be confused for one round. Also functions as a Staff of Healing with 2 charges.

Eternal Lance - 2d8 force damage, range 80ft

Traveller's outfit
Pendant of mental potency - counts requisite ability score as 4 higher for determining power points.

Bracers of discipline - These bracers hone a monk's ability to parry. If a character with at least 1 level of monk wears these, they gain a +2 shield bonus to armor class. If they have 5 levels or more, this bonus increases to +3. Ten levels of monk increases this bonus to +4.

Spirit Monk's belt - In addition to counting as a monk's belt, this belt augments the powers of an invisible fist. They may use their invisibility ability at will and need not wait three rounds to use it again.

'Wizard's Book' - This odd book seems to be written by Young Hubert. It talks a lot about magic and it makes a lot of sense to John. He may select any two powers from any manifesting class list and gain those as powers known. He can't select powers of a higher level than he can manifest. In addition, he gains a permanent +5 bonus to power points.

Masterwork backpack
Sack
Winter blanket
Waterskin
Iron Pot
Dream slippers, +4 vs effects relating to sleep or dreams, indestructible
Headband of clothes-fitting

Potion of haste
Potion of Rage + Bull's Strength
Mysterious dorje



Misc
Spoiler: ShowHide

Alternate class features:
Wilderness rogue - swap skills appraise, diplomacy, decipher script, forgery and gather information for handle animal, knowledge (geography and nature), ride, and survival. Add woodland stride, camouflage, and hide in plain sight as special abilities that can be chosen.

Invisible fist (monk) - replace evasion with 'as an immediate action you can become invisible for 1 round. You must wait 3 rounds before using this ability again'. At level 9 you can blink (as the spell) instead with the same caveat.

John was born under the starsign of the rabbit. He gains a +1 bonus to reflex saves.

One day, John got terrible food poisoning. It nearly killed him! He endured and hung on, and bad food has never bothered him as much now. He gains a +2 bonus to saving throws against poison.

John's misadventures in magic have give him another odd trick. He can cast resistance once per day as a spell-like ability. His caster level equals his hit dice.

After an encounter with a white stag John gained a +1 luck bonus to attack rolls.

Battling a bone dragon granted +1 maximum hit points.

John gains a +1 competence bonus to attack and damage rolls against shocker lizards.
John gains a +1 competence bonus to heal checks.
John gains a +1 competence bonus to climb checks.
John gains a +1 competence bonus to reflex saves.
John's competence bonus to reflex saves increases to 2.
John gains a +1 bonus to natural armor.
John gains Great Fortitude as a bonus feat. His maximum hit points increase by 1.
John gains a +1 competence bonus to acrobatics checks.
John gains Crystal Shard as a bonus power known. (1st level psychic warrior).
- Draught of Potential
John's competence bonus to Acrobatics checks increases to +2.
John gains Up the Walls as a bonus feat.
John gains Spectral Skirmisher as a bonus feat.
John's maximum hit points increase by 1.
John gets a +1 competence bonus to K:A checks.
+2hp for clearing out the Shrikes.
John gains resistance to fire 1.
John's resistance to fire increases to 2.
Dragon Blast (Ex) At will, 6d6 20ft cone of force, DC 10 + half hd + str mod
Counterattack (Ex) As a swift action, John may make an attack of opportunity against a creature that attacks him in melee. He must be able to perceive the creature and be able to strike it.
Unarmed strikes gain a +2 enhancement bonus.
John gains Run as a bonus feat.
John gains Extra Stunning as a bonus feat.
John's maximum hit points rise by 1.
John's competence bonus to attack and damage rolls against shocker lizards rises to +3.
John's unarmed attacks now count as a bane weapon against magical beasts.
John's unarmed attacks enhancement bonus rises by 1.
John gains Mobility as a bonus feat.
John's competence bonus to attack and damage rolls against shocker lizards rises to +4.
John's competence bonus to reflex saves increases to 3.
John gains a +1 bonus to CMB and CMD.
John's maximum hit points rise by 1.
John gains a +1 competence bonus to Psicraft checks.
John's staff gains the animalbane special property (both sides).
John's maximum hit points rise by 1.
John's maximum hit points rise by 2.
Undead Hunter (Ex) -You're really good at putting down the living dead. You gain a +2 bonus to damage rolls against undead, as well as to saving throws against attacks and abilities from the undead.
John's competence bonus to psicraft checks rises to +3.
John gains Ability Focus (Stunning Fist) as a bonus feat. This overlaps with the previous +1 bonus.
John gains a +2 bonus vs mind-affecting magic and abilities.
John's maximum hit points rise by 2.
John's competence bonus to Reflex saves rises to +4.
John's maximum hit points rise by 2.
John gains Ability Focus (Dragon Blast) as a bonus feat.
John's competence bonus to Reflex saves rises to +5. He has mastered the art of evasion, his evasion becomes improved evasion.
John's maximum hit points rise by 3.
John gains a +1 bonus to Charisma.
John's maximum hit points rise by 3.
John gains a +1 bonus to his manifester level when manifesting crystal shard.
John's maximum hit points rise by 3.
John gains Blindness/Deafness as a spell like ability, once per day.
John's maximum hit points rise by 5.
The enhancement bonus of John's staff increases by 1.
John gains a +1 natural armor bonus to armor class.
John gains a +1 bonus to Strength.
John's maximum hit points rise by 5.
John's maximum hit points rise by 20.





saves and hp and bab from side 2
rolled stats: 18, 17, 16, 15, 10, 9 - +1 con at level 4, +1 dex at level 8
hp rolls: 4, 4, 7, 3, 5, 6, 3, 1

Corwin

#2
Falling Feather [lvl11, Scout10/Psychic Warrior1//Duskblade5/Dervish6]
True Neutral Human [Humanoid]
Gender: Male, Height: 5'8'', Weight: 180lbs, Age: 27

HP: 151
Initiative: +12
Speed: 40ft (land)
Armor Class: 21 touch, 34 normal [+2 with 10ft Skirmish, +4 with 20ft Skirmish, +4 vs AoOs, 2+13/armor vs incorporeal, armor brings dex down from 5 to 3]
Base Attack: +11/+6/+1
[+3d6 with 10ft Skirmish, +5d6 with 20ft Skirmish, +3 to attack and damage during Dervish dance/+4 with Hay Devil]

Full Attack (High Justifier/Bastard Sword +4): +21/+16/+11 to hit, 1d10+10 damage (19-20/x2) [Verminbane, Frost, Shock, Undead Bane]

Full Attack (Stone Scimitar +5 main/Hay Devil +4 secondary): +19/+14/+9//+18/+13/+8, 1d6+9 damage primary/1d6+6 damage offhand(15-20/x2) [Stone Scimitar +5: Fire and Magical Beast Bane; Hay Devil: Scimitar +4; +4 to confirm a crit, add skirmish damage on a crit]

Full Attack (Longbow +2): +18/+13/+8 to hit, 1d8+6 damage (19-20/x2)

CMB: 11+4=+15
CMD: 10+15+5+3ex+1feat+2dervish=36
Space/Reach: 5ft/5ft
Special Attacks: skirmish (+3d6, +2AC), Arcane channeling, Quick cast 1/day, Dervish dance 3/day (7 rounds, fatigued until end of encounter), Wyvern poison melee attack at will free (DC 21 Fort negates, 2d6 Con/2d6 Con primary and secondary damage), Bombardier.
Special Qualities: trapfinding, Arcane attunement, armored mage (light), Battle Fortitude +1, uncanny dodge, Fast movement +10ft/Scout, trackless step, Armored mage (medium), Improved Evasion, AC Bonus/Dervish (+2), movement mastery, slashing blades, Flawless Stride, Cold Resistance 10, Fire Resistance 4, Fast Movement 10ft/Dervish, Camouflage, Shield Other 1/day, Dance of Death (Ex), Damage Resistance 3/-, Blindsense 30ft (Ex), Improved Reaction (Ex).
Saves: Fort +16, Ref +18, Will +12 [+2 vs fear, +4 vs sleep]
Abilities: STR 18 (+4), DEX 20 (+5), CON 19 (+4), INT 15 (+2), WIS 15 (+2), CHA 13 (+1)
Languages: Human, Elven, Kobold, Dwarven, Sylvan.

Skills: Acrobatics (11) +20, Climb (4) +16, Diplomacy (11) +12, Knowledge/Arcana (11) +17, Knowledge/Dungeoneering (11) +16, Knowledge/Geography (1) +6, Knowledge/Local;Vastwoods (1) +6, Knowledge/Nature (9) +14, Knowledge/Religion (9) +14, Perception (11) +16, Perform/Dance (11) +16, Perform/Flute (6) +10, Profession/Herbalism (9) +15, Sense Motive (11) +16, Speak Language/Kobold, Speak Language/Dwarven, Spellcraft (11) +24, Stealth (11) +19, Survival (11) +16, Swim (4) +11

Feats: Dodge (lvl1, Human), Mobility (lvl1), Combat Casting (B, lvl2, Duskblade), Two-Weapon Fighting (lvl3), Combat Expertise (B, lvl4, Scout),  Improved Skirmish (lvl6), Cold Endurance (B), Improved Cold Endurance (B), Weapon Focus/Bastard Sword (B), Power Critical/Scimitars (B), Great Fortitude (B), Spring Attack (B, lvl8), Improved Initiative (B, lvl8, Scout), Improved Critical/Scimitars (B), Weapon Focus/Scimitar (B), Cleave (B, lvl9, dervish), Improved Two-Weapon Fighting (lvl9), Run (B), Mobility (B), Iron Will (B), Telling Blow (B), Skill Focus/Spellcraft (B), Improved Sunder (B), Greater Two-Weapon Fighting (lvl11, B, Psychic Warrior).

3 power points
Powers Known: Force Screen, Empty Mind

Spells per Day:
lvl0 (DC11): 6
lvl1 (DC12): 5
lvl2 (DC13): 2

Spells Known:
lvl0: Acid Splash, Disrupt Undead, Touch of Fatigue

lvl1:
Shocking Grasp, Swift Expeditious Retreat, Resist Energy, True Strike, Obscuring Mist

lvl2:
See Invisibility, Swift Fly

Heart Blow (Ex): As a full round action, you may make a single attack at your highest base attack bonus. If you hit, you deal 10d6 points of damage and the target must make a Fortitude save. If it fails, it cannot breath and begins to suffocate. A DC 20 Heal check or 10 points of magical healing negate this and allow the target to breathe again. Creatures that do not need to breathe or that cannot breathe still take damage from this, but are not at risk of suffocation.

Momentary Glimpse (Su): As a swift action on his turn, Feather can see a glimpse of the future. This grants him a +2 insight bonus to all rolls for 2 rounds. This ability may be used twice per day.

Items: 82gp 162sp 82cp, mithral breastplate (4,200gp, not worn), Herbalist's Kit (20gp), Traveler's Kit (91gp, 12cp), Explorer's Outfit (10gp), Winter Outfit (5gp), Bearskin (1gp), platinum wedding ring inset with green healing stone, 4 yards of airweave fabric.
Magical Items: Feather Bracelets, High Justifier +4, Wyvern Armor (worn) +4, Dream Slippers, Stone scimitar (+3, flaming), Oak Feller (+3, adamantine), 1 obsidian arrow head, 13 acid arrows, 5 vials of mystery purple water, Gemstone of Life, Scroll of Heal, longbow +2, 2 dwarven make scimitars +2, dwarven make bastard sword +2, 2 alchemical silver scimitars +2, 2 cold iron scimitars +2.

Hay Devil: Scimitar+4. In the hands of a dervish, they may count their dervish level as 3 higher to determine the bonus to attack and damage rolls while in a dervish dance. (Effective dervish level 8 at present)

Oak Feller Scimitar +4: Adamantine and Magical Beast Bane, extra 2d12 against objects/constructs/golems

An'kalar Anklet: This anklet allows sneak attack, skirmish or other damage to be inflicted on creatures immune to it. However, you have to be using a weapon made of alchemical silver.

Necklace of Blessings: This necklace grants a +2 deflection bonus to armor class and a +2 resistance bonus to saving throws. In addition, once per day when the wearer is reduced to 0 HP or lower, it automatically casts mass cure light wounds (caster level 15th), with all allies within range being targeted. This includes the wearer.

Spoiler: ShowHide

Immunity to nymphs~

OOC: You gain the ability to see invisible, Feather.
Wolf Mantle (safe)

Feather gains the following mantle.
Wolf [Animal]
Prerequisite: Str 13
Benefits: You gain the scent special quality.  In addition, you gain a bite natural attack that deals 1d4 points of damage (1d3 if small, 1d6 if large).

Feather's competence bonus to attack and damage rolls against shocker lizards rises to +3.

Feather gains a +1 competence bonus to Profession (Herbalist) checks.
Feather gains a +1 competence bonus to Perform (Dance) checks.

Feather's damage reduction increases to 3/-

Feather gains an extra 2d6 points of fire damage when using fire mushroom's fireballs. This stacks with skirmish. (Base damage 4d6 fire)
Feather gains a +1 bonus to ranged attack rolls with Fire Mushroom's fireball attack. In addition, he can choose to have the spell not absorb an attack if he'd rather keep the spell.

Dragon's Gem: When applied to Feather's wyvern armor, this gem dissolves and grants the following benefits: A +2 increase to the enhancement bonus of the armor and the wyvern poison ability gains a +4 bonus to the DC. In addition, the wyvern poison ability may be used at will now (no more than once per turn).

The enhancement bonus of Feather's two scimitars (the ones wielded at the end of the battle) increases by 1.
Feather's maximum hit points rise by 20.
Feather's maximum hit points rise by 5.
Feather's maximum hit points rise by 5.
The enhancement bonus of Feather's armor increases by 1.
Feather's resistance to fire increases to 4.
Feather gains Improved Sunder as a bonus feat.
Feather's competence bonus to spellcraft checks rises to +5. He gains skill focus(spellcraft) as a bonus feat.
Feather gains a +1 competence bonus to Intimidate checks.
Feather's armor gains the ghost touch special property.
Feather gains Telling Blow as a bonus feat.
Feather gains a +1 bonus to Intelligence.
Cold Resistance 5 (Ex)
Feather gains Run as a bonus feat.
+1 dodge bonus to Armor Class (Ex)
+1 dodge bonus to Armor Class (Ex, stacks)
Feather's dodge bonus to armor class increases by 1. (Ex, stacks)
+1 competence bonus to Reflex Saves (Ex)
Feather's competence bonus to reflex saves rises to +2.
Feather's competence bonus to Reflex saves rises to +5. He has mastered the art of evasion, his evasion becomes improved evasion.
+1 competence bonus to Spellcraft (Ex)
Feather gets a +1 competence bonus to K:A checks.
Feather gains a +1 competence bonus to acrobatics checks.
Feather's competence bonus to spellcraft checks rises to +2.
Feather's competence bonus to spellcraft checks rises to +4
+1 luck bonus to attack rolls (Ex)
Feather gains resistance to fire 1
The enhancement bonus of Feather's sword increases by 1.
The enhancement bonus of Feather's armor increases by 1.
Feather gains Great Fortitude as a bonus feat. His maximum hit points increase by 1.
+1 maximum hit points (Ex)
Feather's maximum hit points increase by 1.  (Ex)
Feather's maximum hit points rise by 2.
Feather's maximum hit points rise by 1.
Feather's maximum hit points rise by 1.
Feather's maximum hit points rise by 1.
Feather's maximum hit points rise by 2.
Feather's maximum hit points rise by 2.
Feather's maximum hit points rise by 2.
Feather's maximum hit points rise by 3.
Feather's maximum hit points rise by 3.
Feather's maximum hit points rise by 3.
Feather gains Iron Will as a bonus feat.
Feather's scimitars Stone and Oak Feller gain the magical beast bane special ability.
Feather's scimitars enhancement bonus rises by 1.
Feather gains Mobility as a bonus feat. (You can retrain mobility from your level 1 feat when you have some downtime.)
Feather gains a +1 competence bonus to climb checks. (This overlaps with the bonus from your feather bracers.)
Feather has fully adapted to the power of cold used against him! He gains Cold Endurance and Improved Cold Endurance as bonus feats! The resistance from the feat and the bonuses gained stack for cold resistance 10.
Feather gains weapon focus(bastard sword) as a bonus feat. (If you already have this as a feat, you can retrain the now free feat slot once you have a night's rest)
Feather's armor now applies 1 point of its armor bonus vs incorporeal attacks. This may improve to ghost touch in time.
Feather's armor now applies 2 points of its armor bonus vs incorporeal attacks. This may improve to ghost touch in time.
Feather gains Power Critical (Bastard Sword) as a bonus feat!
Feather gains Improved Critical as a bonus feat. He may select bastard sword or scimitar as he sees fit. (scimitars)
Bombardier (Ex): You're really good with explosives. You have a +1 bonus to ranged attack rolls with bombs, alchemist's fire and other explosives. Such projectiles deal an extra 1d4 points of damage to the target and any within the blast radius or splash radius.
Feather gains the ability to cast shield other 1/day as a spell-like ability.
Feather gains a +1 bonus to Wisdom.

-2 Survival ranks
+2 enhancement to all ability scores

Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.

Fast Movement (Ex): Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.

Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of 4 times per day. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

AC Bonus (Ex): A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is fl at-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load. [AC +2 at lvl10]

Dervish Dance (Ex): A dervish can become a whirling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A dervish prevented from completing her move is also prevented from finishing her full attack.

If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.

A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A dervish with the bardic music ability can, however, sing while she dances, and a dervish can also use the Combat Expertise feat while in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability.

A dervish can perform a dervish dance only once per encounter. A dervish dance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of a dervish dance, the character becomes fatigued for the duration of the encounter (unless she is a 9th-level dervish, at which point this limitation no longer applies).

Movement Mastery (Ex): A dervish is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Dance of Death (Ex): At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.

Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.

Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Fast Movement 10ft (Ex), enhancement.

Profession/Herbalist
[spoiler]
In most parts of the Vastwoods, magical healing is a luxury akin to gold or precious stones. There are few clerics and fewer of those who can manage a healing spell. As such, traditional herbalism plays a large part in medicine. Characters with ranks in Profession(Herbalist) have access to the following abilities. The use of these abilities (besides Identify Herbs) requires a Herbalist's Kit. Purchasing one costs 20 gold. A sufficient source of herbs, such as a maintained garden, alleviates the need for this.

Identify Herbs (DC varies)

A trained herbalist can identify herbs using Profession(Herbalist) in place of Knowledge(Nature).

Pain Relief (DC 10)

By the proper use of herbs such as arnica, splitleaf and roseal, the herbalist may bring relief from pain for 8 hours. This reduces any penalties from pain by 2 points and grants a +2 bonus to any further save against effects that cause pain (such as symbol of pain).

Treat Wound (DC 15 or higher; see text)

A skilled herbalist can create and apply a poultice that prevents wounds from becoming diseased and infected. In practical terms, if used on a wound that transmitted an injury based disease before the incubation period is complete, the victim is allowed a second saving throw with a +2 bonus. While infection is generally not accounted for in D&D, should a situation where infection is taken into account applies, this ability may also be used against it in the same way.

Diseases that originate from a supernatural source have a DC equal to the saving throw against the disease or 15, whichever is higher.

Sedative (DC 16)

Through the use of herbs blended into a tea, a herbalist can create a powerful sedative. A creature that drinks this tea falls asleep for 1d4 hours. Heavy doses of this and Pain Relief above are used for attempts at primitive surgery. Unwilling creatures are allowed a DC 16 Fortitude save to resist. Creatures immune to poison or sleep effects cannot be sedated.

Healing Herbs (DC 25)

It is possible, though too difficult for all but the most skilled herbalist in the Vastwoods, to achieve a small measure of immediate healing with the right herbs. A successful Healing Herbs check cures 1d4 points of damage. For every 5 points that the DC is exceeded by your check, increase the healing by 2d4 points.


Traveler's Kit (91gp, 12cp)
Spoiler: ShowHide

Mirror, small steel    10 gp
Rope, silk (50 ft.)    10 gp
Rope, silk, knotted (50 ft.)    10 gp
Tent (small)       10 gp
Wrist Sheath, spring loaded    2x5 gp
50gp

Bell          1 gp
Block and tackle    5 gp
Bottle, glass       2 gp
Helmet Candle       2 gp
Case, map or scroll    1 gp
Chair, folding       2 gp
Crowbar       2 gp
Fishing net, 25 sq. ft. 4 gp
Flint and steel    1 gp
Grappling hook       1 gp
Ladder, folding    2 gp
Pick, miner's       3 gp
Rope, hemp (50 ft.)    1 gp
Scroll Case       1 gp
Horn, signal       1 gp
Vial ink or potion    1 gp
Waterskin       1 gp
Backpack (empty)    2 gp
Rations, trail (4 days) 4x5 sp
35gp

Bag, waterproof    5 sp
Bedroll       1 sp
Blanket, common    2 sp
Blanket, winter    5 sp
Candle x10      10x1 cp
Canvas (sq. yd.)    1 sp
Charcoal (1 stick)    5 sp
Fishhook       1 sp
Hammer          5 sp
Hammock       1 sp
Inkpen          1 sp
Magnet          5 sp
Oil (1-pint flask)    1 sp
Signal whistle       8 sp
Sewing needle       5 sp
Piton x5      5x1 sp
Pot, iron       8 sp
59sp

Powder          1 cp
Chalk (1 piece)    1 cp
Earplugs       3 cp
Flask (empty)       3 cp
Soap          1 cp
Shovel          2 cp
Spike, iron       5 cp
String/twine (50 ft.)    1 cp
Torch          1 cp
Vial, iron (empty)    1 sp
Weapon Cord       1 sp
Whetstone       2 cp
22cp


Feather Bracers: These feathered bracers are warm and close-fitting. They grant the wearer a bird's agility, giving them a +5 competence bonus to climb checks. These bracers also protect from the pain of falls. When you fall, reduce the distance fallen by 100ft for the sake of damage (minimum 0ft). Thus, falling 100ft or less is harmless when you wear these bracers.

High Justifier: Bastard Sword+1, Verminbane, Frost. Grants a +2 bonus to saving throws versus fear. Once per day as an immediate action, the wielder may prevent any secondary effects from an attack. This negates things such as poison, negative levels or extra injury in addition to hit point loss.

Wyvern's Armor: This brown scale armor grants a +6 armor bonus to armor class, has a maximum dex bonus of 3, an armor check penalty of 3, an arcane spell failure chance of 20% and is treated as light armor. Once per day as a swift action, the wearer can imbue his next melee attack with wyvern poison (DC 21 Fort negates, 2d6 Con/2d6 Con primary and secondary damage).

Dream Slippers: These slippers came from the world of dreams and did not dissipate in the waking realm. As they are made of dreams, they are indestructible and will not wear out. They grant a +4 bonus to saves against sleep effects and any effect related to sleep or dreams (such as a nightmare spell).

Oak Feller: Adamantine scimitar+1. Deals an extra 2d12 points of damage when attacking an object or sundering. This bonus damage also applies against golems, constructs and similar creatures.

Fireburst Arrowheads: These arrowheads can replace the arrowhead of a normal arrow. They deal an extra 2d6 points of fire damage to the target of the arrow and any creatures adjacent to it in a flash of heat. This heat causes combustible objects adjacent to the target to burst into flames. Once used, the arrow head is reduced to melted slag and is worthless.

13 Acid arrows. Each arrow deals an extra 1d6 points of acid damage. The arrow is ruined after being shot from the acid.

Gemstone of Life: This gemstone has been super-charged with countless years of exposure to the energy beneath the healing spring. Three times per day, it may be used to heal a creature touching it 3d8+10 points of damage. Alternately, if broken against the body of a creature, all the stored energy will flow into the creature. The effects of this are uncertain but likely to be spectacular.


[20:09] <DarkFlameMaster> roll 3d8 hp
[20:09] * +Hatbot --> "DarkFlameMaster rolls 3d8 hp and gets 11." [3d8=5, 2, 4]
[19:32] <@C2> roll 1d8 hp
[19:32] * Hatbot --> "C2 rolls 1d8 hp and gets 3." [1d8=3]
[22:09] <Feather> roll 1d10 hp
[22:09] * +Hatbot --> "Feather rolls 1d10 hp and gets 8." [1d10=8]
[22:33] <Feather> roll 1d10 hp hat
[22:33] * Hatbot --> "Feather rolls 1d10 hp hat and gets 9." [1d10=9]
[22:10] <Feather> roll 1d10 Hatbot
[22:11] * Hatbot --> "Feather rolls 1d10 Hatbot and gets 4." [1d10=4]
[22:19] <Feather> roll 1d10 Hatbot
[22:19] * Hatbot --> "Feather rolls 1d10 Hatbot and gets 3." [1d10=3]
[21:26] <Feather> roll 1d10 Hatbot
[21:26] * +Hatbot --> "Feather rolls 1d10 Hatbot and gets 2." [1d10=2]
[21:23] <Feather> roll 1d10 Hatbot
[21:23] * +Hatbot --> "Feather rolls 1d10 Hatbot and gets 6." [1d10=6]
Feather gains +1 maximum hit points.
[/spoiler]
<Steph> I might have made a terrible mistake

Nephrite

#3
Name: Gildas Verdantstep
Class: Druid 10//Monk 6/Nature's Warrior 1/Battle Shifter 3
Alignment: Lawful Neutral
Race: Human
Gender: Male
Age: 23
Height: 6'0
Weight: 140 lbs
Eyes: Brown
Hair: Pale purple


Medium Humanoid (Human)
HP: 179
Initiative: +4
Speed: 60 (30 base +30 from Fast Movement (10) and FM (20))
AC: 26 (10 +4 Dex, +1 from Monk levels, 5 from Monk WIS for a total of 5, +1 dodge bonus from mystery, +1 natural armor from Johann, +2 from Fey King, +2 from Lost Half, 19 Flat-footed, 19 touch)
Base attack/CMB/CMD: 11/15/35
Attack: 1d8+10 for Human form 1d6+13 for predator, 1d8+14 for Ferocious Slayer
Full attack: +18/+13
Space/Reach: 5/5
Special Attacks: Rage (2/day), Predator Form, Aerial Form, Druid Spells, Claws of the Grizzly, Ferocious Slayer Form
Special Qualities: Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Fast Movement(1), Evasion, Fast Movement (2), Still Mind, Purity of Mind, Resistance to Cold 10, +2 fort against cold attacks, Fast Movement (3), Slow Fall 30ft, Wild Boost (Su), cast shield other 1/day as a spell-like ability, Knife Slash (Ex), Heat Endurance, Improved Heat Endurance, Fire Resistance 10, +2 saving throws against fire effects, darkvision 60 ft., Darkness Parry (Su), resistance to electricity 1, resistance to negative energy 5
Saves: Fort: +17 Ref: +9(+5) Will: +14
Ability Scores: STR 16+2, DEX 17+2, CON 18+2, INT 14+2, WIS, 19+2, CHA 15+2

Keeping track of HP here

Spoiler: ShowHide


+10 from Toughness
+1 extra HP from bone dragon battle

[15:13] <Gildas> roll 1d8
[15:13] * Hatbot --> "Gildas rolls 1d8 and gets 5." [1d8=5]

15:33] <Gildas> roll 1d8 hp ...Hatbot, be nice please
[15:33] <Feather> I always use Hat, so....
[15:33] * Hatbot --> "Gildas rolls 1d8 hp ...Hatbot, be nice please and gets 8." [1d8=8]

+1 HP from Ameles

[10:19] <Nephrite> roll 1d10+4+1 Hatbot, I trust you
[10:19] * Hatbot --> "Nephrite rolls 1d10+4+1 Hatbot, I trust you and gets 15." [1d10=10]

Gildas's maximum hit points rise by 2. (From Thane battle)

[14:29] <Gildas> roll 1d10+5 hatebot
[14:29] * Hatbot --> "Gildas rolls 1d10+5 hatebot and gets 15." [1d10=10]

+1 HP from minotaur boss
+1 HP from weird frost armor guy

+2 HP from Johann with a J

+2 HP from One-rounded Asshole Wolf

+2 HP from Ally
+3 HP from Honey Golem
+3 from Undying
+5 from Stratum
+5 from Lost Half
+20 from Opposition

[14:42] <Nephrite> roll 1d10+6 Hatbot
[14:42] * Hatbot --> "Nephrite rolls 1d10+6 Hatbot and gets 10." [1d10=4]



Extra bonus stuff

Spoiler: ShowHide


+1 Con from the green stones
+2 Cold Res from Wyvern Poison
+1 Cold Res from Asshole Wolves
Gildas gains a +1 dodge bonus to armor class.
+1 Reflex bonus from dodgin' a lot
+1 Cold Res from asshole wolves
+1 Cold Res again from asshole dragon wolves
+2 Fire Res from Kingmaker Douchebag

Gildas has fully adapted to the power of cold used against him! He gains Cold Endurance and Improved Cold Endurance as bonus feats! The resistance from the feat and the bonuses gained stack for cold resistance 10.

Your unarmed strikes/natural attacks gain the verminbane property. They gain a +1 enhancement bonus.

Verminbane is the bane weapon special quality focused towards creatures of the vermin type. Against them, your enhancement bonus to attack/damage is considered 2 points higher (+3) and you deal an extra 2d6 damage on top of it.

Gildas's natural attacks gain the frost special quality! (1d6 cold damage on top of what they do)

+1 to the DC of Stunning Fist

Gildas gains a +1 competence bonus to attack and damage rolls against shocker lizards.

+1 Wis from Valisha's magic crystal fruit

Gildas gains a +1 competence bonus to heal checks.
Gildas gains a +1 luck bonus to the DCs of his druid spells.

Gildas has learned to endure a great amount of crippling abuse. He reduces the penalties from serious injures by 1.

+1 WIS to 18 from releasing the spirits of the necromancer.

Gildas' natural weapons gain the undeadbane special property!

The enhancement bonus of Gildas's shapeshift forms increases by 1 (stacks with the bonus gained through levels in shapeshift).
Gildas gains a +1 bonus to natural armor.

Great Fortitude gained

+1 Con from level 8 stats.

Cast shield other 1/day as a spell-like ability from Prince Broadpyne.
Gildas has matched the power of a bear and a bear's heart to his own. He may cast bear's endurance once per day a spell-like ability.

Bombardier (Ex) from throwing things and almost killing the party

Gildas gains power critical(unarmed strikes) as a bonus feat.

Gildas's rate of natural healing has increased. He now heals 2 points of ability damage per damaged ability per night. This increases to 3 points per ability and per day for complete bed rest.
Gildas's natural attacks gain the fiercebane(undead) special quality. Congratulations, you now sparkle around the undead. Especially vampires.

Gildas's unarmed attacks gain the ghost touch special property.

Gildas gains Ability Focus(Stunning Fist) as a bonus feat. This replaces the previous +1 bonus to stunning fist.

Mantle Peep Show

> roll 1d100
* Hatbot --> "Kotono rolls 1d100 and gets 54." [1d100=54]

Gildas has gained a greater clarity to how the world works. His Wisdom score rises by 1. There was something there, wonderful and horrible at the same time. A depth that terrifies as much as it entices, a vision of something beyond the awareness of a normal human. Something impossibly vast, staggeringly so. Even that glimpse clarifies the world in ways Gildas wasn't aware it could be clarified in.

Gildas has gained a greater clarity to how the world works, and it's all fucked up. His sanity has a nice little ding in it now. Gildas suffers a -3 penalty to mind-affecting spells and effects. Sometimes things happen to him and it's easier to embrace it than turn away. Sometimes it's just too easy to succumb to the charm spell or mental influence. Like the mushrooms are there, talking to him again.

Knife Slash (Ex)

As a full round action, you may make a single attack at your highest base attack bonus. If you hit, you deal 10d6 points of damage and the target suffers a bleeding wound that deals 2 damage per round. A DC 20 Heal check or 10 points of magical healing negate this and cease the ongoing damage.


The Enforcer's Gift, part 3

Gildas loses the -3 penalty to mind-affecting saves. As you probably figured out, this also required periodic Will saves to prevent it from getting worse. You were one failed save away from this increasing to -4 and requiring more frequent saves.

Dragon's heart

Gildas's fire resistance rises to 5. In addition, she gains heat endurance and improved heat endurance as bonus feats. (Sandstorm) This results in a total fire resistance of 10.

Old fey's blessing

The enhancement bonus of your weapons and armors all increase by +2.

Gildas gains darkvision 60ft.
Gildas gains a new ability.

Darkness Parry (Su)

As an immediate action once per encounter, Gildas can cloak an attacking opponent in darkness. This grants him a +4 circumstance bonus to armor class against that attack.

In addition, the entire party gains a +2 enhancement bonus to all ability scores.

Ability Scores: STR 16+2, DEX 16+2, CON 18+2, INT 14+2, WIS, 19+2, CHA 15+2

Gildas gains Extra Stunning!

Gildas gains Run as a bonus feat.

Gildas gains resistance to electricity 1.
Gildas's competence bonus to attack and damage rolls against shocker lizards rises to +2.
Gildas's natural attacks now count as bane weapons against magical beasts.
Gildas's competence bonus to Reflex saves rises to +3.

Gildas gains resistance to negative energy 5.
Gildas gains +1 maximum HP!

Gildas gains a +1 competence bonus to Profession (Herbalist) checks.

Gildas' competence bonus to Spellcraft rises to +4
Gildas' competence bonus to Spellcraft rises to +5 and he gains Skill Focus (Spellcraft) as a bonus feat

Gildas is immune to poison, so just change that to a flat +1 competence bonus to fortitude.
Gildas gains a +1 bonus to Dexterity.

Gildas's competence bonus to Reflex saves rises to +5. He has mastered the art of evasion, his evasion becomes improved evasion.

Gildas gains weapon focus(unarmed strike) as a bonus feat.

Gildas gains a +2 natural armor bonus to armor class.

Gildas's natural attacks gain the dragonbane special property.


Skills

Spoiler: ShowHide

STR +4
Swim +9

DEX +4
Acrobatics +13
Stealth +12

CON +5

INT +3
Craft (Alchemy) +8
Knowledge (Nature) +14
Spellcraft +14 (+5) (+3)
Linguistics +3

WIS +5
Heal +14 (+1)
Perception +14 (+1)
Profession (Herbalist) +13 (+1)
Sense Motive +13
Survival +14

CHA +3
Intimidate +13



Feats

Spoiler: ShowHide

*Improved Initiative - +4 to Initiative
*Toughness - +1 Con for the purposes of HP Die
*Mighty Shapeshift - +2 to strength bonus in Shapeshift forms
*Track (prereq for Nature's Warrior)
*Improved Natural Attacks (Replaced II at Level 7)
*Great Fortitude (From Ameles, +2 to Fort Saves)
*Pharaoh's Fist (L9)
*Heat Endurance
*Improved Heat Endurance
*Skill Focus (Spellcraft)
*Weapon Focus (Unarmed Strike) - +1 to attack rolls

*Bonus Feat (Monk):
(1)Improved Unarmed Strike
(1)Stunning Fist -- http://dndtools.eu/feats/players-handbook-v35--6/stunning-fist--2802/ (DC 10 + 1/2 your character level + your Wis modifier) (5) (Ability Focus Stunning Fist +2) = 22
(2)Combat Reflexes - When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus
(3)Improved Trip (Level 6 Monk) - You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
*Extra Stunning - +3 Stun attempts per day

Bombardier (Ex)

You're really good with explosives. You have a +1 bonus to ranged attack rolls with bombs, alchemist's fire and other explosives. Such projectiles deal an extra 1d4 points of damage to the target and any within the blast radius or splash radius.

Power critical(unarmed strikes) as a bonus feat. When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

Knife Slash (Ex)

As a full round action, you may make a single attack at your highest base attack bonus. If you hit, you deal 10d6 points of damage and the target suffers a bleeding wound that deals 2 damage per round. A DC 20 Heal check or 10 points of magical healing negate this and cease the ongoing damage.

Darkness Parry (Su)

As an immediate action once per encounter, Gildan can cloak an attacking opponent in darkness. This grants him a +4 circumstance bonus to armor class against that attack.


Languages: Common, Druidic, Elven, Orcish, Sylvan, Draonic, Dwarven, Kobold


Rage Cheatsheet

Spoiler: ShowHide

HP: 129 + 20 = 149
Damage: 1d8+12 for Human, (+21 to hit) Flurry would be 1d20+20/15/15 15/15 for claws to hit, damage is 2d8+15
AC: 20 in Human, 28 in Ferocious Slayer
Fort: 20 Fort, Will 14

STR 20 (+5), CON 21 (+5) for Human
STR 28 (+9), CON 21 (+5) for Ferocious Slayer

Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a —2 penalty to Armor Class.



Inventory
Spoiler: ShowHide


Masterwork Backpack  100g  2 lb.
Winter blanket        5s        3 lb.   
Flint and steel       1g         
Lantern, hooded       7g        2 lb.
Oil, 10               10s       10 lb.
Waterskin             1g        4 lb.
Whetstone             2cp       1 lb.
Herbalism Kit          20g
Healer's Kit 8/10 1 lb
Green Stone

23/83 lbs.  (76 + 10%)

Explorer's Outfit     10g       8 lb. (worn)

Dream Slippers (worn)

These slippers came from the world of dreams and did not dissipate in the waking realm. As they are made of dreams, they are indestructible and will not wear out. They grant a +4 bonus to saves against sleep effects and any effect related to sleep or dreams (such as a nightmare spell).

Stone claws: Grant Gildas's unarmed attacks the Flaming Burst property. (worn)

Wild Amplifier
This clasp is identical to a wild clasp. In addition, it grants a +2 bonus to Strength, Dexterity and Constitution while the wearer is shapeshifted. (Used with the stone claws)

Ring of the Frostfall (worn)

Smoothrock Cloak (worn) (with Wilding Clasp)

This cloak grants a +4 armor bonus to armor class. It does not count as armor or interfere with a monk's abilities in any way. If paired with a wilding clasp, it does not interfere with his shapeshifted forms and changes to match.

Wand of Cure Light Wounds - 30/50 charges - 750 (1d8+1)
Wand of Detect Magic - 24/50 charges - 375
Ring of Sustenence - 2500
2x Scroll of Fog Cloud - 300
1x Scroll of Lesser Restoration - 150
1x Scroll of Soften Earth and Stone 300
1x Scroll of Gust of Wind 300
2x Scroll of Remove Fear 50
2x Scroll of Faerie Fire 50

Potion of Endure Elements x2
Potion of Hide from Undead
Potion of Lesser Restoration
Potion of Rage
Potion of Spider Climb
Potion of Remove Fear -
Potion of Bear's Endurance+6
Potion of Owl's Wisdom
Potion of Fox's Cunning
Potion of Resist Energy 10 (Electricity)
Potion of Lesser Vigor




Longbow+1, verminbane. Has a x4 (4d8 for example) critical multiplier when used against vermin. This weapon only functions if wielded by Feather, Porridge, Gildas or Myann. In addition, it has special powers for each of them if they wield it.

Gildas: This weapon does not meld into your form when you shapeshift, but instead hangs safely on your back along with any arrows. Three times per day, you may use Vermin's Nightmare to attack while shapeshifted, regardless of your form or any difficulties it would pose. Each instance of this power lasts for 1 round.


Fairy's Backpack

This backpack was created by a mage who studied the secrets of the fey. Before he went mad, he created a backpack with the principals of space in the fey realm. This backpack has no extra space in it, but it can hold up to 50 pounds of goods without it counting against a person's encumbrance. It's an unfinished product and could likely be improved further. As of now, it's a highly useful luxury for travel.

Things inside the Backpack: [spoiler]
Scrolls for sale. Prices are SRD standard, check there for prices.

Cantrips/Orisons

Acid Splash
Daze
Touch of Fatigue
Virtue

1st level scrolls

Animate Rope
Color Spray
Animate Rope
Alarm
Alarm

2nd level scrolls

Spider Climb
Eagle's Splendor
Eagle's Splendor
Animal Trance
Bull's Strength
Flame Blade
Eagle's Splendor

3rd level scrolls

Nondetection


4th level scrolls

Wall of Ice
Lesser Globe of Invulnerability
Secure Shelter
Freedom of Movement
Command Plants

5th level scrolls

Transmute Mud to Rock
Wall of Force
Awaken


A thick encyclopedia that grants a +2 bonus to knowledge checks: 200 gold.
Bloody Sword from The Circle

Jar of Cottonmouth Herbs (23 doses)

These herbs, if administered orally, cause dehydration (Sandstorm, page 15) with a DC 17 Fortitude save to negate. Cottonmouth Herbs are also useful in cooking certain types of cooking, preservation and similar fields. Each dose can sell for 10 gold on the open market.

Jar of Thornwert (29 doses)

Thornwert is a powerful stimulant. One dose properly administered (DC 15 profession: herbalist check required) wakes the target. This negates magical sleep effects of a non-permanent duration. As a stimulant, it is harsh on the body and deals 1 point of nonlethal damage per dose. More than one dose per day can cause permanent damage and possibly death. A single dose would go for 20 gold on the open market.


Twisted Mushroom Coin


Fireheart Draught

This draught deals 4d6 points of fire damage when drunk. It grants the following benefits for 10 minutes after.

+4 bonus to Strength
+4 bonus to Constitution
Fire resistance 30
Immunity to fear


Pile of books

This pile of books is a fine start to a library. It offers no direct, mechanical benefit yet, but get more books and this will change. Translating the books you can't read would help as well.

Three reference books of only the finest quality from the Wizard of the Caravan 150gp

A tome on dwarven warfare: 35 gold
A tome on dwarven tactics: 45 gold
A tome on dwarven military organization: 20 gold.
A small book. It's in dwarven and in shorthand. Gildas can't puzzle it out.
A book on dwarvish lore: 25 gold.


5459g, 98s, 43cp at current

Gold ore, nuggets, dust and other unrefined gold: 1238 gold
Silver nuggets, ore and other unrefined silver: 500 gold
Platinum, mithral and other small bits of rare metals: 300 gold
Sold to fund the magic submarine

[/spoiler]


Druid Traits

Spoiler: ShowHide
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): (-4 for Druidic Avenger) A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). 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 (such as a basilisk or a girallon), 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 (such as dryads, pixies, and sprites).

Fast Movement (Ex): A druidic avenger's base land speed is faster than the norm for her race by 10 feet. This ability is identical to the barbarian ability of the same name.

Rage (Ex): An avenger can enter a furious rage, identical to that of a barbarian. An avenger can use this ability once per day at 1st level, and one additional time per day for every five levels above 1st. An avenger does not gain the greater rage, indomitable will, or mighty rage abilities.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.


Shapeshifts

Shapeshift (Su):  If you take this alternate class ability replaces your Animal Companion AND all Wild Shape abilities. You can shapeshift at will into any powerful animal or nature oriented forms. Each time you do this, you can choose the exact look that your shapeshifted form takes. You must take a form that is common to the area that you are familiar with. It requires only a swift action to shapeshift. If you are capable of shapeshifting into more than one form, you can change forms without first reverting to your natural form. You retain all of your normal stats and abilities except those that require a body part your form does not have. All of your equipment armor and weapons meld into your new form and become nonfunctional until you return to your normal form. You cannot speak in your new form and your limbs lack the precision to wield weapons or perfom fine manipulation. You also can't cast spells or activate spell items when shapeshifted. Unless otherwise, you retain your normal size and space when you take on a new form. You gain natural attacks that have an enhancement bonus equal to 1 for every 4 levels of druid you possess. At 4th level, your natural weapons are treated as magic for the purposes of overcoming Damage Reduction. If knocked unconscious or killed, you revert to your normal form. The following outline the forms and progression available with this ability:

Ferocious Slayer Form

[spoiler]
Size: Large
HP: 190 (+2 Con from the Wild Clasp)
AC: 34 (+4 from cloak) (+1 because of the Wild Clasp) STR 26 (16 + 8 + 2 from MS)(+2 more from clasp), 21 Fort  CMB: (11 (BAB) + 8 (STR) + 1 (size)) = 20 CMD:(10 + 20 + 4 (Dex) + 5 (Wis) + 1 (Dodge)) 40
To Hit: 25/20, 24/19/19 for Flurry + 2 claw attacks, 19/19 on those.
Damage: 2d8+16 for main attack, 1d6+16 for claws (Primary Bite attack is 1d8+16)
Speed: 70

Full damage attack is 2d8+15+1d6 (cold)+1d6 (fire) for Flurry & 1d6+15+1d6 (cold) for Claws

Natural weapons are treated as magical for overcoming damage reduction.

Improved Critical (Bite) and (Claw) from level 10.

Pin of the Burning Bear

This pin is worn on the clothes and melds in when shapeshifted. When the wearer takes dire bear form, they can use the following ability as a standard action.

Fire Breath (Su)

Deals 1d6 points of fire damage per hit die in a 60ft cone, Reflex save (DC 10 + 1/2 Gildas's hit dice (5) + Gildas's Con mod (6)) halves.



Monstrous Vermin (Crystal Spider)

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The monstrous vermin form allows you to become an enlarged form of creatures like spider, scorpions, or centipedes. You gain a primary sting attack that deals 1d6 damage. The sting also carries a potent poison, with initial and secondary damage of 1d4 Constitution damage and a DC of 10 + ½ your effective Druid level + your Constitution modifier. You have the reach of a long creature of your size. You gain a +4 enhancement bonus to Strength and Dexterity, and a +5 enhancement bonus on Reflex saves. In addition, while in monstrous vermin form, you gain a +5 enhancement bonus on all saves against mind-affecting spells and abilities. Your natural armor bonus increases by 6. At effective Druid level 10th, you gain Mobility as a bonus feat while in monstrous vermin form, and at effective Druid level 14th, you gain Spring Attack as a bonus feat.

AC: 33 (6 from form, +3 more for Dex bonus) CMB: (10 (BAB) + 6 (STR) + 0 (size) + 5 (Dex)) 21 CMD: (10 + 21 + 4 (wis) + 1 (dodge)) 36
Saves: Fort: +16 Ref: +8(+1) (+5) Will: +12
Ability Scores: STR 22, DEX 20, CON 18, INT 14, WIS, 18, CHA 15

Primary Sting: (1d20+20) 1d6+15 (DC 19) (1d4 primary and secondary CON damage)

Mobility - +4 AC for AoOs.




Shifting Swarm (Bees)

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The bizarre shifting swarm battle form allows you to become a swarm of insects or similar vermin. You gain the swarm subtype, and all the traits of the swarm subtype. Your size decreases by two categories, to a minimum of Fine, but your space increases to 10 ft. You have no reach. You gain a swarm attack that deals 3d6 damage, to which you do not add your Strength score. In addition, any creature that begins its turn in your space while your are in shifting swarm form must make a Fortitude save, DC 10 + ½ your effective Druid level + your Constitution score, or be nauseated for that round. Spellcasting or concentrating on spells within your space requires a Concentration check, DC 20 + spell level. Using skills that involve patience and concentration requires a DC 20 Concentration check. You take a -10 penalty to your Strength score, to a minimum of one, but gain a +8 enhancement bonus to your Dexterity score, and a +5 enhancement bonus on all Reflex saves. You lose your base land speed, and gain a fly speed of 30 ft., with good maneuverability. You gain Weapon Finesse as a bonus feat while in shifting swarm form.

Size: Tiny (Half weapon damage)
Swarm Attack: 3d6 damage
Fort 14 Reflex 18
DC is 20 for nauseating

+50% damage against area of effect attacks, immune to single-target spells, immune to crits, cannot flank or be flanked, can't make attacks of opportunity



Older Shapeshifts, Aerial Form
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Predator Form: This form, traditionally that of a wolf, panther or other predatory mammal, is the first one a shapeshifting druid learns. While in Predator form, you gain a primary bite attack that deals 1d6, you have the reach of a long creature of your size. You gain a +4 bonus to Strength and your natural armor increases by 4. Your base land speed becomes 50. At 4th level you gain Mobility as a bonus feat whenever you are in predator form.

Damage for the bite is base d6. So 1d6+3+1+2+1 for base str/enhancement bonus/str bonus/mighty shapeshift for 1d6+7 chomp damage. Unarmed strike (barring INA if you have that and I missed it) is 1d8+3+1+2+1 for wolf form or 1d8+7. Generally a little better overall. And yes, wolf/predator/bear. Whatever. Bird follows the same fomula only with a bit less of a str mod and weaker natural attack.
[18:12] <Kotono> Oh right, claws of the grizzly. +3 more to that.

Hit: 1d20+18
Damage: 1d6+10 (bite is 1d6+str. +3 base str, +2 from the boost and +1 from mighty shapeshift, now an extra +1 from the ANT BOSS BATTLE, +3 from Claws of the Grizzly) (+2d6 against vermin) (2d6 against undead)
AC: 24 (10 + 4 + 4 + 4 +1 dodge AC)
Speed: 80

Flurry Attack in Predator: 14/14/9 if you flurry. (15/10 against undead and vermin)
Damage: 2d8+11 (12 against undead and vermin) (1d6 cold)(1d6 fire from claws)(extra 1d6 if in freezing temperatures)

*Mobility -- You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.


Aerial Form: Flying creature (Eagle)

To Hit: 1d20+15
Talon Attack: 1d6+11 (1d6 cold)
+2 Strength & Reflex
AC 22

Predator Bow Attack: it'd be 1d20+10 attack roll, 1d8+6 damage

Flyby Attack (Feat) from level 7


[/spoiler]


Monk Traits
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Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3–10: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action (see page 143) to strike with a flurry of blows. 


Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.

Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction (see Damage Reduction, page 291 of the Dungeon Master's Guide). Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness (see Smashing an Object, page 165).

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. See the Special column on Table 3–10 for details.

Purity of Body (Ex): At 5th level, a monk gains control over her body's immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).



Nature's Warrior Traits

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Nature's Armament (Su): Upon attaining an odd-numbered level in this prestige class, a nature's warrior may choose one of the following abilities. These abilities, unless otherwise noted, are only applicable while the nature's warrior is in wild shape form.

(1) Claws of the Grizzly: The nature's warrior gains a +3 bonus on damage when using her natural weapons.


Battle Shifter Traits

Battle Shifter Progression Chart
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LevelBAB Fort RefWillSpecialSpells
1+1+2+0+2Shapeshifting, Wild Boost (I)+1 level of existing spellcasting class
2+2+3+0+3Battle Form
3+3+3+1+3Heightened Senses, Wild Boost (II)+1 level of existing spellcasting class
4+4+4+1+4Battle Form
5+5+4+1+4Vital Shifting
6+6+5+2+5Battle Form+1 level of existing spellcasting class
7+7+5+2+5Countershift
8+8+6+2+6Battle Form
9+9+6+3+6Wild Boost (III)+1 level of existing spellcasting class
10+10+7+3+7Battle Form
11+11+7+3+7Master of Forms
12+12+8+4+8Battle Form+1 level of existing spellcasting class
13+13+8+4+8Dual Form




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Shapeshifting
Your Battle Shifter levels stack with your Druid levels when determining your effective Druid level while shapeshifting. However, they do not stack for determining which forms you can shapeshift into.

Wild Boost (Su)
At first level, you gain the ability to use some of your magical talents while shapeshifted. Whenever you use your shapeshift ability, as part of the same action, you may cast a single spell of 1st level or lower with a casting time of 1 standard action or less. You can only cast spells that target you, and only you, this way, though they need not have a range of personal. Casting a spell this way ties its duration to that of your shapeshifting ability: the spell's duration automatically ends if you come out of shapeshifted form. At 3rd level, you can cast 2nd level spells with this ability, and at 9th level, you can cast 3rd level spells with it.

Heightened Senses (Su)
At 3rd level, your senses are heightened while you are in animal form. You gain low-light vision and scent while shapeshifted.




Background

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Gildas was drawn to the forests of the Vastwoods at an early age. His parents were not rich folk, but did not try and force him to do anything that he would not enjoy. His great passion for the forests was acknowledged by a Druid who happened to be traveling through Gildas' town. The Druid suggested that Gildas travel with him to see more of the world, which the young boy eagerly accepted. In his travels, he learned much, but was fascinated by the arts of Monks. He learned over several years how to train both his ability as a Druid and as a Monk and weave them together in a fascinating combination of abilities. His true goal is to combine his arts with his Shapeshifting, something rarely seen inside the great Vastwoods.