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Ensou

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  1. It is rather important to catch oneself from burning out, so thanks for letting us know of your circumstances. Have a good IRL progress, fellow player.
  2. Sorry for the ignorant question, did I miss reading a post showing initiative sequences?
  3. Totally understandable, Draidden. We can always ask the GM to NPC your character loosely to move along without you needing to think about this for the moment. We know this will be more than just next week, go and your team will wait for when you are ready.
  4. That's a nifty tool, GM. Thank you.
  5. Daitan Daitan lowers his head with a smile. 'I will be most comforted, for such manifestations will bind me to their works and I may move, but not respond to assaults.' Level 3Woodling Feral Deep Gnome / Swordsage 2 Ardent 1 ----------------------------------------------------------------------- :::Deep Gnome::: Blindness / Deafness 1/day Blur 1/day Disguise Self 1/day --------- +2 Hide when underground +1 racial bonus on attack rolls against kobolds and goblinoids. +1 to the Difficulty Class for all saving throws against illusion spells cast by Booth. :::Woodling::: Entangle 1/day Summon nature's ally II 1/day --------- +4 bonus on Hide checks and Move Silently checks in aboveground natural environments. :::Vow of Poverty::: Fey creatures regard you as though you are fey. +1 bonus on all saving throws against spells and spell-like abilities. :::Swordsage::: Maneuvers Known: Wind Stride, Sudden Leap, Sapphire Nightmare Blade, Moment of Perfect Mind Readied: Mighty Throw, Crusader's Strike, Shadow Blade Technique, Clinging Shadow Strike Stances: Hunter's Sense, Child of Shadow, Martial Spirit :::Ardent::: Life Mantle: Touch of Health Mental Power Mantle: Mind Thrust | Init -4 | AC 27 Flat 25 | HP 17/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical. This is a supernatural ability. It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form. You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped. Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below. When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the Table: Increased Damage By Size. If knocked unconscious or slain in shapeshifted form, you revert to your original form. 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 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet. At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites). Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way. While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability). At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form. Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet. At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form. Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.) While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet. You gain damage reduction 5/slashing while in forest avenger form. At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don't meet the normal prerequisites). Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift). While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change. You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don't need to breathe while in elemental fury form. At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites)., Voice of the CityThrough a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.) The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.) The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability. If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll. In addition, she gains Speak Language as a class skill., Murky-EyedYour vision is obscured: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. |Spontaneous Healer| |
  6. Booth Booth blinks, not at all prepared for their barging right into the fray. He gets himself ready for the conflict, knowing that the element of surprise counts for much. Level 3Woodling Feral Deep Gnome / Swordsage 2 Ardent 1 ----------------------------------------------------------------------- :::Deep Gnome::: Blindness / Deafness 1/day Blur 1/day Disguise Self 1/day --------- +2 Hide when underground +1 racial bonus on attack rolls against kobolds and goblinoids. +1 to the Difficulty Class for all saving throws against illusion spells cast by Booth. :::Woodling::: Entangle 1/day Summon nature's ally II 1/day --------- +4 bonus on Hide checks and Move Silently checks in aboveground natural environments. :::Vow of Poverty::: Fey creatures regard you as though you are fey. +1 bonus on all saving throws against spells and spell-like abilities. :::Swordsage::: Maneuvers Known: Wind Stride, Sudden Leap, Sapphire Nightmare Blade, Moment of Perfect Mind Readied: Mighty Throw, Crusader's Strike, Shadow Blade Technique, Clinging Shadow Strike Stances: Hunter's Sense, Child of Shadow, Martial Spirit :::Ardent::: Life Mantle: Touch of Health Mental Power Mantle: Mind Thrust | Init 3 | AC 35 Flat 33 | HP 22/22 | Walk 30ft | Darkvision 120ft | Fast Heal 2, DR 5/slash, SR 14, Fire 50% | FORT 4 REF 7 WILL 12 | NondetectionA svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels), StonecunningThis ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up., Plant TraitsA woodling has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to extra damage from critical hits. |Stance: Rootbearer SpiritWhile you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health. Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing. | |
  7. Daitan Daitan comes forward and kneels before the elven ranger, arranging some rocks to simulate the cliffside and his idea. 'Huntress, if it helps, I can supplicate the land to shake and quiver. With enough time on it, I am certain the cliffs will become a danger to any building or person beneath the falling rocks as they shear off during the tremors. Perhaps that may reduce the space on which they can stand on to bear arms towards us.' Level 3Woodling Feral Deep Gnome / Swordsage 2 Ardent 1 ----------------------------------------------------------------------- :::Deep Gnome::: Blindness / Deafness 1/day Blur 1/day Disguise Self 1/day --------- +2 Hide when underground +1 racial bonus on attack rolls against kobolds and goblinoids. +1 to the Difficulty Class for all saving throws against illusion spells cast by Booth. :::Woodling::: Entangle 1/day Summon nature's ally II 1/day --------- +4 bonus on Hide checks and Move Silently checks in aboveground natural environments. :::Vow of Poverty::: Fey creatures regard you as though you are fey. +1 bonus on all saving throws against spells and spell-like abilities. :::Swordsage::: Maneuvers Known: Wind Stride, Sudden Leap, Sapphire Nightmare Blade, Moment of Perfect Mind Readied: Mighty Throw, Crusader's Strike, Shadow Blade Technique, Clinging Shadow Strike Stances: Hunter's Sense, Child of Shadow, Martial Spirit :::Ardent::: Life Mantle: Touch of Health Mental Power Mantle: Mind Thrust | Init -4 | AC 27 Flat 25 | HP 17/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical. This is a supernatural ability. It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form. You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped. Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below. When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the Table: Increased Damage By Size. If knocked unconscious or slain in shapeshifted form, you revert to your original form. 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 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet. At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites). Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way. While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability). At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form. Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet. At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form. Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.) While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet. You gain damage reduction 5/slashing while in forest avenger form. At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don't meet the normal prerequisites). Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift). While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change. You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don't need to breathe while in elemental fury form. At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites)., Voice of the CityThrough a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.) The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.) The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability. If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll. In addition, she gains Speak Language as a class skill., Murky-EyedYour vision is obscured: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. |Spontaneous Healer| |
  8. GM, the recruitment is because you surmise that several characters have MIA? If so, who else is around and what classes/roles are so far taken up?
  9. May I offer an alternative, GM? I like playing battlefield controllers, so their damages are usually negligible, but their effects are a nuisance to the enemy enough to significantly curtail their tactical advantages. Rather than doing rolls of those sort for more damage, may I instead opt for that the damage remains the same as the original spell, if any, but so long as the druid sustains the spell with no other standard action being done, for every round, the spell sort of 'works itself' up to become potent enough to really have impact, pun intended, on those cliffs? For example, Daitan must remain 'casting' the same spell each round, and after 3 rounds, there is enough tectonic displacement building up that the cliffs start to destabilize, and their sides begin to shear off and fall among the fort. So long as Daitan continues to 'hold on' to the spell, the effect will continue to escalate. Sort of like causing seismic disturbances but need to move through the Richter scale to a level enough to do something spectacular. And thank you very much for being so open to the creative ideas, GM. Appreciate the space you allow for such things to experiment.
  10. I had the same musing. If a dragon had to take another form, I would have thought the dwarf matches their flame and gems affinity as an alternative other than human.
  11. GM, with my Impeding Stones (Cityscape) and Soften Earth and Stone spells, can those somehow make the steep cliffs have falling rocks on them to destroy their buildings and reduce their resources?
  12. Daitan Daitan nods and smiles at the squirrel in the ways of the Druid conversing with woodland critters, before turning to the elven ranger. 'O guardian of the woods, the king of the barrows will always have the advantage of time and efforts to strengthen, but for us, we have a town that is within our capacity to address first. If this druid can be so bold, if the king himself is not strong enough to come out and personally lay waste to the land, then perhaps his means of sorcery requires putting his faith in his followers? If so, then it becomes more important to weaken him through the depopulation of those same followers. We must then face this captain, and bring her down. If we cannot face her, what more can we face the king's personal guard?' Level 3Woodling Feral Deep Gnome / Swordsage 2 Ardent 1 ----------------------------------------------------------------------- :::Deep Gnome::: Blindness / Deafness 1/day Blur 1/day Disguise Self 1/day --------- +2 Hide when underground +1 racial bonus on attack rolls against kobolds and goblinoids. +1 to the Difficulty Class for all saving throws against illusion spells cast by Booth. :::Woodling::: Entangle 1/day Summon nature's ally II 1/day --------- +4 bonus on Hide checks and Move Silently checks in aboveground natural environments. :::Vow of Poverty::: Fey creatures regard you as though you are fey. +1 bonus on all saving throws against spells and spell-like abilities. :::Swordsage::: Maneuvers Known: Wind Stride, Sudden Leap, Sapphire Nightmare Blade, Moment of Perfect Mind Readied: Mighty Throw, Crusader's Strike, Shadow Blade Technique, Clinging Shadow Strike Stances: Hunter's Sense, Child of Shadow, Martial Spirit :::Ardent::: Life Mantle: Touch of Health Mental Power Mantle: Mind Thrust | Init -4 | AC 27 Flat 25 | HP 17/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical. This is a supernatural ability. It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form. You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped. Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below. When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the Table: Increased Damage By Size. If knocked unconscious or slain in shapeshifted form, you revert to your original form. 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 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet. At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites). Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way. While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability). At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form. Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet. At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form. Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.) While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet. You gain damage reduction 5/slashing while in forest avenger form. At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don't meet the normal prerequisites). Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift). While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change. You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don't need to breathe while in elemental fury form. At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites)., Voice of the CityThrough a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.) The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.) The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability. If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll. In addition, she gains Speak Language as a class skill., Murky-EyedYour vision is obscured: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. |Spontaneous Healer| |
  13. Not at all. I was just browsing through the chats to see for any new things and stumbled on this. Didn't even know of this offering, so thank you to the team for making constant incremental quality of life improvements.
  14. Nice of her to pop over instead of us trying to find her out in the woods. I can imagine a hunter who does not want to be found is a very small needle in the haystack.
  15. , not sure where is the proper place to post this, but were you trying to put Daitan's submission link in the Active Character Index page? You had Niko the Psychic Warrior's link embedded instead. I'll put Daitan here for easier replacement, and thank you for the bookkeeping efforts.
  16. Ongotho Ongotho, satisfied with her sincerity, goes to the twins to tendMedicine check to the wounds. 'Ongotho will put smelly things on fox fur. Fear not, smelly means good health.' He begins to rummage through his herbal pouch. Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Passive: Perception 15 Insight 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 | |
  17. I must thank D&D for allowing Wisdom users to sometimes have some social usefulness, lol.
  18. Ongotho Ongotho scratches his leathery lower chin as he puzzlesInsight check whether she is bluffing or hiding something. over the sister's protest. Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Passive: Perception 15 Insight 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 | |
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