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The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Last post 02-06-2008, 9:52 AM by VkmSpouge. 313 replies.
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3/21/2006 12:16:05 PM
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Twitch
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Joined on 01-28-2004
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Earth
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Posts 4,100
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
I'm a patient all the time...
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3/21/2006 2:29:33 PM
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Tybaltus
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Joined on 01-27-2004
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Massachusetts
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Posts 10,680
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
EDIT-Nevermind. I misread. Clearly because Im tired
If at first you dont succeed, dont try skydiving Both diapers and politicians need to be changed--and usually for the same reasons
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3/21/2006 2:33:48 PM
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Twitch
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Joined on 01-28-2004
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Earth
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Posts 4,100
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Well Tybaltus missed the pun... :P
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3/21/2006 2:37:37 PM
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Tybaltus
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Joined on 01-27-2004
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Massachusetts
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Posts 10,680
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
No surprise. I sometimes am slow at this if I dont know what Im looking for
Ive really been on the ball recently, but this time I got nothing but air
If at first you dont succeed, dont try skydiving Both diapers and politicians need to be changed--and usually for the same reasons
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5/4/2006 10:27:51 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
I wish to pose a question.
I have sought and received the blessings of Galuf to re-launch the character stat project. To begin, I figured I start with the characters that didn't get stated from the first run. I have completed my selection (Mad Malagorn for those that care), and am well into the second. My question is this:
"Should I just start posting the new character stats onto this thread, or start a new one all my own?"
There are two significant differences to take into consideration though. First, I'm something a purist, so the characters will be as rules adherent (v3.5) as I can make them (although exceptions will be made for Durngrim ^_^"). Second, since I know that not everybody has Forgotten Realms materials (you poor, poor lost souls), I will be endeavoring to keep character creation choices as 'core' as possible. Meaning that any spells, feats, etc. that I choose, I will try to choose as many as possible (that fit the character) from the Player's Handbook. From there, I'd move out into the "Complete" series of books. But I'll try to keep the use of those down to prestige class selection (should it be necessary.)
So now you're probably thinking, "Woah. Little OCD goin' on there, don't you think?"
And I say, "What's your point?"
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/4/2006 2:20:31 PM
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Galuf the Dwarf
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Joined on 03-28-2005
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Connecticut
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Don't forget one thing, Firespark, this comic is set in the Forgotten Realms campaign setting, so you might want to reflect on that material, if you can.
If you don't have the time to read, you don't have the time or the tools to write. - Stephen King DCI Character Stats Thread
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5/6/2006 8:36:06 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Galuf the Dwarf:Don't forget one thing, Firespark, this comic is set in the Forgotten Realms campaign setting, so you might want to reflect on that material, if you can. ![Wink [;)]](/emoticons/emotion-5.gif)
Well, yes I remember that it is set in Forgotten Realms, but since the big adjustments with the FRCS is the Shadow weave, a book of unique spells, along with a handful of very region specific feats, I felt that if someone wanted to adapt these write-ups to the Forgotten Realms, it would be very easy. Otherwise, having a 'core' build would allow them to use their favorite character in any particular campaign setting. Wheather it be Dragonlance, Greyhawk, or even Ravenloft. (Or Spelljammer and Dark Sun if anyone even remembers those.) And considering that Kayless is wanting to move away from the FRCS for his storyline (for publishing reasons), I see no reason to not do the same.
And so without further ado, the first two stats I've done, will follow in my next post.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/6/2006 9:09:03 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
MAD MALAGORN
The first thing many may notice is the lack of any 'wild surge' abilities. That's because these abilities disappeared from the character class in v3.5. It still exists, at least in the Forgotten Realms Campaign Setting, as naturally and sometimes unnaturally occurring phenomenon. The new wild mage prestige class instead focuses on being more chaotic in the power level of his spells, rather than being a risk to himself and his allies. You may also notice that I included a level of rogue. I felt that this fit in very much with Malagorn's personality, not mention his tendency towards pocket picking and stealthy (if short lived) capabilities. For his spell selection, I went with spells that would compliment his apparent scatter brain attitude, as well as his attempts to be suave. I also gave him the Spell Mastery feat, simply to explain how he was able to cast three spells shortly after being released from a long stint in a dungeon (whilst assuming he had no spellbook, since it was not mentioned). Also not mentioned was a familiar, so the Malagorn draft below simply does not include one. But anyone using the draft could easily change his spells known to fit the situation, and give a familiar if they wished. His magic items I chose were to fit in line with his being a wild mage, and thus as described in the Student of Chaos class feature, he can make better use of some of them than could others.
Malagorn (Rogue 1 / Wizard 4 / Wild Mage 3)
Medium Humanoid (Human M)
Alignment: Chaotic Neutral
Hit Dice: 1d6+7d4+8 (35 hp)
Initiative: +3
Speed: 30 feet
AC: 18 (+3 Dex, +3 armor, +2 deflection), touch: 15, flat footed: 15
Base Attack/Grapple: +4 / +5
Attack: +1 shortsword +8 melee (1d6+2)
Full Attack: +1 shortsword +8 melee (1d6+2)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Sneak attack +1d6, random deflector 1/day, student of chaos
Special Qualities: Trapfinding, wild magic, summon familiar
Saves: Fort +3, Ref +9, Will +4
Abilities: Str 13, Dex 16, Con 12, Int 17, Wis 8, Cha 12
Skills: Bluff +5, Concentration +8, Decipher Script +7, Disable Device +7, Disguise +5, Escape Artist +7, Hide +7, Knowledge (arcana) +8, Knowledge (the planes) +7, Move Silently +7, Open Lock +7, Search +7, Sleight of Hand +7, Spellcraft +15, Swim +5, Use Magic Device +13
Languages: Common, Draconic, Elven, Orc
Feats: Weapon Finesse, Scribe ScrollB, Magical AptitudeB, Heighten Spell, Spell Mastery (alter self, magic missile, lightning bolt)
Spells Per Day: (4/5/4/3/1) [Spell DC = 13 + spell level]
Spellbook: 0 lvl – All zero level spells; 1st – burning hands, charm person, color spray, expeditious retreat, feather fall, grease, magic missile, mount; 2nd – alter self, blur, flaming sphere, gust of wind, melf’s acid arrow, mirror image, spider climb; 3rd – deep slumber, haste, lightning bolt, stinking cloud; 4th – charm monster, confusion, Leomund’s secure shelter, rainbow pattern
Spells Mastered: alter self, lightning bolt, magic missile
Typical Spells Prepared: 0 lvl – acid splash, light, prestidigitation, ray of frost; 1st – color spray, grease, magic missile, feather fall; 2nd – alter self, gust of wind, mirror image, spider climb; 3rd – heightened charm person, lightning bolt, stinking cloud; 4th – confusion
Equipment: +1 shortsword, ring of protection +2, bracers of armor +3, rod of wonder, tan bag of tricks, wand of cure light wounds [46 charges remaining], 10 gp
Random Deflector (Su): Once per day, Malagorn can activate his random deflector as an immediate action, which lasts until the end of his next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (that is, spells designating Malagorn as the sole target, but nt area spells in which he happens to be the sole target) so that they instead attack or affect a random target within 20 feet of Malagorn. Malagorn himself, and his allies, are viable targets for this random selection of a new target. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows one, and so on.
Sneak Attack: If Malagorn can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Malagorn’s attacks deal an extra +1d6 damage whenever his opponent would be denied his Dexterity bonus to their AC, or he flanks the opponent. With weapons that deal non-lethal damage, this additional damage is also non-leathal. Any energy damage from touch spells or ranged touch spells made within 30 feet, that qualify as a sneak attack, this additional damage is of the same energy type. For example, if Malagorn hits a flat-footed opponent with an acid splash, he would deal an additional +1d6 acid damage. However, a magic missile that hit a flat-footed opponent, would not gain a bonus +1d6 force damage, since there is no attack roll involved.
Summon Familiar: Malagorn does not currently have a familiar. However, he could spend 100 gold pieces worth of special materials, and spend 24 hours to summon one, if he so desired.
Student of Chaos (Ex): Whenever Malagorn uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), he can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), Malagorn gains no special advantage.
Trapfinding: Malagorn can use the Search skill to locate traps when the task has a DC higher than 20 (not that he’s very good at it). See the rogue trapfinding class feature entry on pg. 50 of the Player’s Handbook.
Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. Malagorn reduces his caster level by 3 for all spells he casts. However, every time he casts a spell, his use of wild magic adss 1d6 to his adjusted caster level. Thus, Malagorn has a base caster level of 4th, but his actual caster level varies from 5th level to 10th level for every spell he casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/6/2006 9:19:30 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
LUCIA ISABELLA ANTOINETTE MONDREGAN
With Lucia I really tried to focus on her being a charming, yet manipulative person. Thus the really high Bluff, Diplomacy, Disguise, Gather Information, and Sense Motive skills. Lucia is all about getting what she wants, and sometimes that entails a little bit of research and whole lot of smooth talking. To compliment this, she has her bardic abilities, enabling her to fascinate, and even implant subliminal suggestions with her singing. I choose singing since it seemed the most appropriate choice, a combination of wanting the abilities without having to actually play anything. Throw in the fact that she also knows a handful of spells to soften up her targets, Lucia as I have made her, would probably make a half-decent spy.
Lucia Isabella Antoinette Mondregan (Bard 6)
Medium Humanoid (Half-elf F)
Alignment: Neutral Evil
Hit Dice: 6d6 (26 hp)
Initiative: +2
Speed: 30 feet
AC: 18 (+2 Dex, +4 armor, +2 shield), touch: 12, flat footed: 16
Base Attack/Grapple: +4 / +4
Attack: +1 keen rapier +7 melee (1d6+1 / 15-20)
Full Attack: +1 keen rapier +7 melee (1d6+1 / 15-20)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Bardic music (6 times/day), bardic knowledge (+8), countersong, fascinate, inspire courage +1, inspire competence, suggestion
Special Qualities: Low-light vision, immune to sleep spells and effects
Saves: Fort +2, Ref +7, Will +6 (+2 vs. enchantment spells and effects)
Abilities: Str 10, Dex 14, Con 11, Int 14, Wis 12, Cha 17
Skills: Bluff +12, Concentration +5, Diplomacy +17, Disguise +13, Gather Information +15, Intimidate +5, Listen +10, Perform (singing) +12, Sense Motive +12, Sleight of Hand +12 [Speak Language 4]
Languages: Common, Elven, Gnome, Halfling, Dwarven, Goblin, Orc,
Feats: Negotiator, Weapon Finesse, Persuasive
Spells Per Day: (3/4/3) [Spell DC = 13 + spell level]
Spells Known: (6/4/3) 0 lvl – detect magic, light, lullaby, mage hand, mending, read magic; 1st – charm person, disguise self, hypnotism, sleep; 2nd – detect thoughts, eagle’s splendor, enthrall
Equipment: +1 keen rapier, +1 studded leather, +1 buckler, black leather whip, 3 scrolls of cure moderate wounds, wand of invisibility [26 charges remaining], 60 gp
Bardic Knowledge: Lucia has picked up a lot of stray knowledge in her years of schooling, as well as countless balls and official functions. Lucia can make a special knowledge check (with a +8 bonus on the roll) to see whether she knows any relevant information about a particular person, place, or thing.
Bardic Music: Six times per day, Lucia can use her singing to produce magical effects on those around her. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means Lucia must take a standard action each round to maintain the ability.
Countersong (Su): Lucia can use her singing to counter magical effects that depend
on sound (but not spells that simply have verbal components). Each round of the countersong, she makes a Perform (singing) check. Any creature within 30 feet of Lucia (including Lucia herself ) that is
affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use Lucia’s Perform (singing) check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Lucia’s Perform (singing) check result for the save. Countersong has no effect against effects that don’t allow saves. Lucia may keep up the countersong for 10 rounds.
Fascinate (Sp): Lucia can use her singing to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear Lucia, and able to pay attention to her. Lucia must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. Lucia can target up to two creatures with this ability.
To use the ability, Lucia makes a Perform (singing) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, Lucia cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as Lucia continues to sing and concentrate (up to a maximum of 6 rounds). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires Lucia to make another Perform (singing) check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): Lucia can use her singing to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear Lucia sing. The effect lasts for as long as the ally hears Lucia sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
Inspire Competence (Su): Lucia can use her singing to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear Lucia. Lucia must also be able to see the ally. Depending on the task that the ally has at hand, Lucia may use her bardic music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Lucia’s singing. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as Lucia concentrates, up to a maximum of 2 minutes. Lucia can’t inspire competence in herself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): Lucia can make a suggestion (as the spell) to a creature that she has already fascinated (see above). Using this ability does not break Lucia’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against Lucia’s daily limit on bardic music performances. A Will saving throw (DC 16) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/7/2006 7:07:32 AM
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Dexam
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Perth, Australia
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
I also gave him the Spell Mastery feat, simply to explain how he was able to cast three spells shortly after being released from a long stint in a dungeon (whilst assuming he had no spellbook, since it was not mentioned).
Just out of curiosity, why didn't you make him a sorcerer instead of a wizard? I thought that it would fit his personality better than wizard, and would have also explained his ability to cast spells after being released. From the Player's Handbook (pg. 179): "A sorcerer or bard needs 8 hours of rest (just like a wizard), after which he spends 15 minutes concentrating... During this period, the sorcerer or bard readies his mind to cast his daily allotment of spells."
Or, as demonstrated by a someone playing a sorcerer character in a game I was in... it was one of those "you-had-to-be-there" moments: Player: "Hang on, my sorcerer has to prepare his spells..." <In the background a microwave oven finishes cooking and goes *PING!*> Player (totally straight-faced): "Ah, spells prepared!" <The DM and other players collapse in laughter.>
'Any sufficiently advanced technology is indistinguishable from magic.' - Arthur C. Clarke. 'Any technology distinguishable from magic is insufficiently advanced.' - Gregory Benford.
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5/7/2006 8:24:57 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Yes, this had ocurred to me. In fact, when I started writing the first draft, I inadverdently gave him sorcerer levels. The reason the listed class is Wizard, is because that's what he listed as on the cast page, and I'm trying to link these write-ups as close to the comic as possible. So, unless Kayless decides to change his mind any time soon, that's the way it'll stay.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/7/2006 5:30:31 PM
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VkmSpouge
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Joined on 01-27-2004
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Near some Ducks in Bucks
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Those are good character sheets, Firespark. Somebody needs to do one of the Archdryad *insert onimous music*
Scratchit: But he's a cripple! Blackadder: He's not a cripple, Mrs Scratchit. Occasionally saying "Phew! My leg hurts!" when he remembers to wouldn't fool Baldrick!
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5/8/2006 5:20:24 PM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
VkmSpouge:Those are good character sheets, Firespark. Somebody needs to do one of the Archdryad *insert onimous music*
Actually, I've just about got one ready for her. And two other characters. Coming up with the bulk of the write-up is actually pretty easy. It's the fine tuning, mostly skill and feat choices, that really define the character and thus take the longest.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/13/2006 11:57:15 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
A week has passed, and therefore, it is once again time for some new character write ups. In the following posts, I bring to you both the eccentric Thaddeus Leoncourt, as well as the ever persistant Archdryad.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/13/2006 12:09:08 PM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
The Archdryad
Here we have the Archdryad. The primary things that might be needing explanation are her current class level, as well as my modification of the Tree Dependancy feature. First of all, during their first meeting, the original Archdruid was barely able to hold off the heroes, and he had the help of Lepus. During the first encounter with the Archdryad however, we see our heroes high-tailing it out of there. So I just did a little meta-game thinking and came up with the conclusion that the Archdruid was a level 7 druid, but since reincarnation causes you to lose a level, the Archdryad is now level 6. But in turn, she is more powerful than a human druid, thanks to racial HD, as well as some spell-like abilities. And since having an enemy that can't wander more than 300 feet from one spot isn't to frightening, and seeing as how her incarnation was something of a unique affair, I altered her dependency to being any tree, rather than just one tree. This was also taken into consideration when I was computing her encounter level.
The Archdryad (Druid 5) EL 10
Medium Fey (Dryad)
Alignment: Neutral
Hit Dice: 4d6+5d8 (44 hp)
Initiative: +5
Speed: 30 feet
AC: 22 (+5 Dex, +4 armor, +3 natural), touch: 15, flat footed: 17
Base Attack/Grapple: +5 / +5
Attack: +1 sickle +11 melee (1d6+1); or sling +10 ranged (1d4)
Full Attack: +1 sickle +11 melee (1d6+1); or sling +10 ranged (1d4)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Spell-like abilities, animal companion, wild empathy (+19), woodland stride, trackless step, wild shape 1/day (Small to Medium animal of 9 HD or less)
Special Qualities: Damage reduction 5/cold iron, nature sense, resist nature’s lure
Saves: Fort +7, Ref +10, Will +11 (+4 vs. spell-like abilities of fey)
Abilities: Str 10, Dex 20, Con 10, Int 14, Wis 18, Cha 18
Skills: Concentration +9, Escape Artist +11, Handle Animal +14, Heal +13, Hide +13, Knowledge (nature) +14, Listen +12, Move Silently +13, Spellcraft +11, Spot+13, Survival +17
Languages: Common, Sylvan, Druidic, Elven
Feats: Spell Focus [conjuration], Weapon FinesseB, Augment Summoning, Natural Spell, Great Fortitude
Spells Per Day: (5/4/3/2) [Spell DC = 14 + spell level]
Typical Spells Prepared: 0 lvl – cure minor wounds, detect poison, light, purify food and drink, resistance; 1st – jump, longstrider, produce flame; 2nd – heat metal, owl’s wisdom, spider climb; 3rd – sleet storm, water breathing
Equipment: +1 sickle, dagger, sling, 20 sling bullets, +2 leather armor, periapt of wisdom +2, ring of protection +1, wand of cure light wounds [50 charges remaining], scroll of lesser restoration, 2 potions of protection from good
Animal Companion (Ex): The Archdryad does not currently have an animal companion, but could obtain one, if she so wished.
Nature Sense (Ex): The Archdryad has a +2 bonus on all Knowledge (nature) and Survival checks. [These bonuses have already been figured into her stat block.]
Resist Nature’s Lure (Ex): The Archdryad has a +4 bonus on saving throws against the spell-like abilities of fey (such as other dryads, pixies, and sprites).
Spell-like Abilities: At will – entangle (DC 15), speak with plants, tree shape; 3/day – charm person (DC 15), deep slumber (DC 17), tree stride; 1/day – suggestion (DC 17). Caster level 6th. The save DCs are Wisdom-based.
Trackless Step (Ex): The Archdryad leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Tree Dependent (Su): Owing to the unique manner in which the Archdryad came into being, she is not bound to any one tree in particular. Instead she is bound to all of nature, and thus can move about as she pleases, so long as she remains within 300 feet of any tree.
Wild Empathy (Ex): The Archdryad 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. The Archdryad rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. Due to the Archdryad’s new form as a dryad, she also adds her racial HD to her level when determining the outcome of a wild mpaty check. As a dryad, se also gains a +6 racial bonus to this check. [see entry above for total modifier] The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Archdryad 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.
The Archdryad 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.
Wild Shape (Su): The Archdryad has the ability to turn herself into any Small or Medium animal and back again once per day. Her options for a new forms include all creatures with the animal type. This ability functions like the polymorph spell, 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. The form chosen must be that of an animal the Archdryad is familiar with.
The Archdryad 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.)
Woodland Stride (Ex): The Archdryad 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.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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