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Chissek Longtooth - Iruxi Untamed Druid


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Chissek Longtooth

Lizardfolk (Wetlander) - Untamed Druid 1


Hissek.jpg.f613c5aaaa13bdf62f39d45edfc96449.jpg


The strength of the pack is the wolf, and the strength of the wolf is the pack.

This is the law of the Jungle, as old and true as the sky.

And the wolf that shall keep it may prosper, but the wolf that shall break it must die.


Abilities:

Strength: 16 (+3)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 8 (-1)

Wisdom: 18 (+4)

Charisma: 10 (+0)


HP: 18 | AC: 17 | Speed: 25 | Focus: 2/2 | Class DC: 17

Perception: +7 | Fort: +5 | Ref: +4 | Will: +9


Attacks:

Melee Lizardfolk Fangs +6 (unarmed), 1d8+3 P

Melee Lizardfolk Claws +6 (unarmed, Agile, Finesse), 1d4+3 S

Primal Prepared Spells: DC 17, attack +7

Cantrips: Healing PlasterCantripEarthTransmutation
Cast somatic
Range 5 feet; Targets a handful of dirt or mud
Duration 10 minutes

You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.

Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
, Glass Shield1 action
CantripConcentrateEarth
Duration until the start of your next turn
Defense basic Reflex

You summon a layer of clear glass to keep you from harm. This cantrip functions as the shield spell, except it has Hardness 2 and 4 Hit Points. If this shield breaks, provided the breaker is within 5 feet, they must succeed at a basic Reflex save or take 1d4 piercing damage from the glass shards.
Heightened (3rd) The shield has Hardness 4 and 8 Hit Points, and the damage increases to 1d4 + your spellcasting attribute modifier.
Heightened (5th) The shield has Hardness 7 and 16 Hit Points, and the damage increases to 2d4 + your spellcasting attribute modifier.
Heightened (7th) The shield has Hardness 10 and 24 Hit Points, and the damage increases to 3d4 + your spellcasting attribute modifier.
Heightened (9th) The shield has Hardness 12 and 32 Hit Points, and the damage increases to 4d4 + your spellcasting attribute modifier.
, Eat FireReaction
Trigger You would take fire damage.
Duration until the end of your next turn

You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking). Belch Smoke You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Heightened (+3) The resistance increases by 5.
,
Ignition2 actions
Range 30 feet; Targets 1 creature
Defense AC

You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s.

Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.

Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.
, Caustic Blast2 actions
Range 30 feet; Area 5-foot burst
Defense basic Reflex

You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage.
Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.

Focus: Untamed From2 actions
You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.

Heightened (2nd) You can transform into shapes listed in animal form.
, Untamed Shift1-3 actions
Duration 1 minute

You transform just a part of your body. Choose any one effect that matches an untamed order feat you have.

Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they’re transformed by this spell, but you must have a hand free to attack with it.
Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.
Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet.
, Pest Form2 actions
Duration 10 minutes

You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can’t make Strikes. You can Dismiss the spell.

You gain the following statistics and abilities:

AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
Speed 20 feet.
Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
Low-light vision and imprecise scent 30 feet.
Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.

1st: HealHealing, Necromancy, Positive
Cast [one-action] to [three-actions]
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] (somatic) The spell has a range of touch.
[two-actions] (somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
, Runic WeaponActions: 2
Range touch; Targets 1 weapon that is unattended or wielded by a willing creature
Duration 1 minute

The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two

Heightened (6th) The weapon is +2 greater striking.
Heightened (9th) The weapon is +3 major striking.


Skills:

Acrobatics +1 • untrained 0 • Dex 1 • Item 0
Arcana -1 • untrained 0 • Int -1 • Item 0
Athletics +3 • untrained 0 • Str +3 • Item 0
Crafting -1 • untrained 0 • Int -1 • Item 0
Deception +0 • untrained 0 • Cha 0 • Item 0
Diplomacy +0 • untrained 0 • Cha 0 • Item 0
Intimidation +3 • trained 3 • Cha 0 • Item 0
Lore: Tanning +2 • trained 3 • Int -1 • Item 0
Medicine +4 • untrained 0 • Wis +4 • Item 0
Nature +7 • trained 3 • Wis +4 • Item 0
Occultism -1 • untrained 0 • Int -1 • Item 0
Performance +0 • untrained 0 • Cha 0 • Item 0
Religion +4 • untrained 0 • Wis +4 • Item 0
Society -1 • untrained 0 • Int -1 • Item 0
Stealth +1 • untrained 0 • Dex +1 • Item 0
Survival +7 • trained 3 • Wis +4 • Item 0
Thievery +1 • untrained 0 • Dex +1 • Item 0

Languages: Common, Iruxi, Wildsong


Feats:

Class: Animal EmpathyYou have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case., Untamed FromYou are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats., Voice of NatureYou gain your choice of either Animal Empathy or Plant Empathy., WildsongYou know the Wildsong, a secret language spoken only within druid orders. In addition to any languages you know through ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.

Ancestry: Breath ControlYou have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead., ClawsYour sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits., Sharp FangsYour teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage., Wetlander Swim SpeedYour family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. You gain a 15-foot swim Speed.

Survey WildlifeYou can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.


Equipment:

platinum: 0 | gold: 10 | silver: 8 | copper: 5

Defensive: hide armor and hide shield

Offensive: lizardfolk fangs

Other: backpack [bedroll, rope, sickle, rations (2 weeks), bright red ball]


Description:

height: 5'10"

weight: 200 lbs

skin: dark swampy green

eyes: dark green

gender: male

age: 20


Background:

Chissek was hatched to a small tribe of lizardfolk in the Stolen Lands, but he found his calling in life under the instruction of a recluse - Hyssthk, an old Iruxi hunter who traded skins and meat with several tribes in the region, both Iruxi and otherwise.

Early life more details

Hatched from a clutch of three, only he and his sister surviving past the first year, Chissek grew up in the Swift Current tribe, a tribe that fiercely guards territory along a hilly stretch of river and streams. Their few settlements are mostly in caves with access to their river, and the Swift Current tribe are excellent swimmers, fishers, and canoe crafters.

 

Chissek's parents were distant, but not altogether negligent in raising their young. Villages have a tendency to step in where needed, and so Chissek being very independent from the start grew up almost feral. His sister Ineesu, on the other hand, was always much more social and really grew in favor with tribal leaders. 

 

Ineesu developed a fascination in early life with elves and elven culture, and began borrowing whatever scraps of fabric she could get her claws on to try to make her own elf inspired flowing dresses. Many in the tribe consider it to be an unhealthy obsession, and even Chissek shared this disgust of her elf-obsession in his younger years. In her adolescence, Ineesu timidly asked those closest to her that they begin calling her Yalandra. To Chissek, she first confided that she believed herself to be an elf-maiden born in the wrong body.

 

At first, Chissek responded with disgust to this revelation, but with time, he came to see his reaction had deeply hurt Ineesu, and she was becoming more withdrawn. His own experiences with Hyssthk, seeing shapeshifters and slowly learning himself the joy of taking on other forms, he felt a deep shame growing in himself.

 

On the day of their fifteenth birthday, he sought her out with gifts. He brought her beautiful fabrics of vibrant blues and greens, obtained from an unguarded clothesline days’ journey away, as well as a wig made of long animal hairs decorated with feathers like a story book elf maiden. He called her Yalandra, presented her the gifts, and embraced her. One day, her promised, he would learn to transform her into a true elf.

At around 11 years old, Chissek officially became Hyssthk's apprentice, helping him to hunt and skin animals. But Hyssthk wasn't as reclusive as Chessik had originally believed. The old lizardfolk eventually introduced Chessik to "The Pack", a group of hunters of various different races who had known each other for decades. Some of them practiced a primal kind of magic, connected to the land, but some were just plain old hermits. Chissek learned that Hyssthk was a druid, and from The Pack he began to learn what that meant.

More about The Pack

The Swift Current elders had their eye on Chissek nearly from his beginning. It became clear early on that the child was stubbornly bent on living semi feral, often sleeping outdoors, and learning to hunt first from domesticated beasts before from his own kin. The one thing about Iruxi settlements that really seemed to hold his attention were the local shamans and the traveling druids, with their tales of ancient heroes and ancient magics.

 

It was the elders who first introduced the idea of a young apprentice to Hyssthk - probably the only one they knew with such a similar wild streak.

 

Hyssthk became a father figure for Chissek, and eventually introduced the adolescent to his old circle of friends, who also became formative influences despite their rare visits.

 

Ivan the Bear

Ivan is not from the stolen lands, and generally spends most of his time north in human lands. But when the wanderlust strikes him and the wild calls to his inner beast, Ivan leaves his cozy farm life (usually in the winters when there are no crops to tend) with great ursine strides, seeking out deep old forests to wander and to hunt in.

 

Chissek doesn't know how Ivan and his own mentor Hyssthk met, but the two crossed paths enough that a mutual respect grew between them. And Chessik knows nothing about Ivan's farm life except that he is fiercely loyal to an unnamed mate back there.

 

 

Bella and Samir Baewurt

A halfling couple, they escaped the slavery of their youth in Numeria. They don’t speak much of that, nor of where they learned to connect with primal magic, but they do occasionally speak of their work guiding other refugees fleeing the Technic League, scouting safe paths for them on wing overhead.

 

Dommick

Dommick, a full blooded old orc who roams the many rivers of the land, often in the form of a massive turtle (but not exclusively). Chissek doesn't know where Dommick grew up, maybe in the Stolen Lands? but mainly knows him to be an unending source of dad jokes.

 

Churik, Zicha, Togretz, and Volissish

Other Iruxi druids, known to the Swift Current tribe but not only to them. They travel among Iruxi tribes, leading rituals and telling ancient Iruxi stories.

It was like a sudden sunrise in his mind, bursting into glorious morning color. Chissek knew he wanted this, and Hyssthk, and The Pack on the rare oscasions Hyssthk took him to visit them, kindly obliged.

But Hyssthk and The Pack grew old, and with no young apprentices other than himself that he knew of, Chissek hungered to form his own pack and to make his own stories and adventures with them. And so he left family and home behind, and followed rumors of adventurers gathering in the civilized lands to the north.


Edict: The strength of the pack is the wolf, and the strength of the wolf is the pack. Loyalty to friends and community.

Anathema: become fully domesticated by the temptations of civilization. Visiting settlements is ok, and it's ok to trade with them, but never become totally reliant on such places or truly call one home.

Despoil natural places, consume more natural resources than needed to live comfortably, teach the Wildsong to non-druids.

Edited by Blaeringr (see edit history)
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Do you want to use the Kingdom Building Rules (and, by extension, Warfare rules), or would you prefer to have the Kingdom in the background?

I would prefer them in the background, and I believe my character would also prefer that.

Do you want to incorporate the Companion characters from the Companion Guide (characters based on the Owlcat CRPG) in any capacity?

Ya, that would be interesting to have them, just not as part of the active party.

Do you want to incorporate the alternate Camping rules from the Companion Guide?

Sure.

Edited by Blaeringr (see edit history)
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Chissek Longtooth - Iruxi Untamed Druid 1


Hissek.jpg.f613c5aaaa13bdf62f39d45edfc96449.jpg

HP: 17/17 | AC: 17+2 | Speed: 25 | Focus: 2/2 | Hero: 2

Perception: +7 | Fort: +4 | Ref: +4 | Will: +9

Stats | Equipment | Abilities | Skills | Spells

Conditions:

Reaction: none


"Good work, Linzi! We're here to help."


Chissek steps behind Brickers, and then casts a spell, hissing words that sound like fire crackling on dry wood.


OOC:

  • 1 action: stride 10 ft south and 5 ft west, right south of Brickers.
  • 2 actions: cast ignition on the ogre (attack roll +7+1 with Corven's buff)
Edited by Blaeringr
updating template (see edit history)
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I believe Chissek is ready for review.

*I'm going to alter his dex and wis scores. I built him with the assumption that he'd be keeping his dex score in animal form, but as I read the rules it seems that's not the case after all, so I'd rather he have better wisdom to be able to fill the caster role better when needed.

Edited by Blaeringr (see edit history)
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Looks fairly good, but you forgot to mark your Saving Throw and Perception Proficiencies in the Myth-Weavers character sheet. Not a big deal, but it can be helpful if I need to reference it.

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Do you prefer a typed up sheet, the myth-weavers character sheet, or an image file like this (exported from Pathbuilder)?

Chissekiruxidruidlvl1pg1.jpeg.dc5176e15a9cd161414cdbc4f53a84fd.jpeg

Chissekiruxidruidlvl1pg2.jpeg.a69bd92b0270bdff54e13f7967a9c7c7.jpeg

Chissekiruxidruidlvl1pg3.jpeg.7b51415db1f2ece356e32a7de34714e3.jpeg

Chissekiruxidruidlvl1pg4.jpeg.ad1ae27df9dbca64daba25fd178a2fb4.jpeg

And here's the pathbuilder link (pasted from the mobile version - I hope it works): https://pathbuilder2e.com/launch.html?build=641128

Edited by Blaeringr (see edit history)
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Added a little bit to backstory in first post: a little extra early life detail and some more details about "the pack" - the various people who were early role models for Chissek.

In addition to herbalist archetype, at level 2 I want to also take the animal order to get an animal companion. I was planning on a wolf specifically.

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  • 3 weeks later...

So, obviously this isn't something to be considered until level 3, when you can actually use Wild Shape to take a battle form. Pest form specifically says you cannot make attacks.

For a strict reading of the rules as written, I agree, and there is some benefit to doing so. Animal shape grants +9 to hit, while your unarmed attack at level 3 when wildshaped will be +11 total. This is part of the benefit of using the Druid's Wild Shape ability. The benefit goes away at level 5, however, because animal shape heightened to rank 3 has a +14 attack modifier, whereas your unarmed attack modifier while wild shaped will likely be +13 (Trained proficiency of level 5 + 2 +4 Str mod +1 Item + 2 status = 13).

Remember, Focus spells automatically heighten to a spell rank equal to half your level, so you'd apply the 3rd rank, 5th rank, and 7th rank benefits of animal form when you reach levels 5, 9, and 13, respectively. There's also the other shapeshifting feats, if you planned on taking those, that can also alter the math.

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  • 2 weeks later...
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