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Urstrix the Adventuring Owlbear


Steel Warrior

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Str: 14, Dex: 10, Con: 14, Int: 12, Wis: 16, Cha: 12
Monster Blooded: +1 Con
Owlbear: +1 Str
Lightning Elemental: +1 Con
Str: 15, Dex: 10, Con: 16, Int: 12, Wis: 16, Cha: 12


Lightning Elemental Owlbear

Size: Medium
Type: Magical Beast (Air subtype)
Darkvision 60'
Claws: Primary Attack 1d4+Str
Slam: Primary 1d6+Str
Peck: Secondary 1d6+ 1/2 Str
Natural Armor: 3 (Natural Armor equal to Con Modifier)
Discharge (Ex) Slam deals 1d6 electric damage, DC 14 or dazzled 1d4 rds.
Metal Mastery (Ex): +1 attack and damage vs foes wearing metal armor, wielding a metal weapon, or made of metal (such as iron golem).
Bonus Feat: Dodge
Languages: Common, Auran plus one extra language per point of Int bonus.

Edited by Steel Warrior (see edit history)
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Progression: Druid 15 || Owlbear (4), Lightning Elemental (11)

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +2 Nature sense, Shapeshift (Predator Form), Spontaneous Rejuvenation, Wild empathy 3 1
Owlbear 1: Drunken Mistake, Track, +1 Str                    
2nd +2 +3 +2 +3 Woodland stride 4 2
L. Elemental 1: Body of Lightning, Discharge, Metal Mastery                    
3rd +3 +3 +3 +3 Trackless step 4 2 1
L. Elemental 2: Bonus Feat (dodge), +1 Con                    
4th +4 +4 +3 +4 Resist nature’s lure, Shapeshifter: Natural Attacks +1/+1 (magic), Mobility 5 3 2
Owlbear 2: Improved Grab, Scent, +1 Str, +1 Con                    
5th +5 +4 +3 +4 Shapeshift (Aerial Form) 5 3 2 1
L. Elemental 3: Growth, Thunderbolt, +1 Dex                    
6th +6 +5 +4 +5   5 3 3 2
L. Elemental 4: Electric Body, +1 Con                    
7th +7 +5 +4 +5 Shapeshift (Flyby Attack) 6 4 3 2 1
L.Elemental 5: Bonus Feat (mobility), Fast as the Lighning, +1 Dex                    
8th +8 +6 +4 +6 Shapeshift (Ferocious Slayer Form) Natural Attacks (+2/+2) 6 4 3 3 2
L.Elemental 6: Electromagnetic Shield                    
9th +9 +6 +5 +6 Venom immunity 6 4 4 3 2 1
Owlbear 3: Great Owlbear, +1 Str                    
10th +10 +7 +5 +7 Shapeshift: Improved Critical (Claw, Bite) 6 4 4 3 3 2
L. Elemental 7: Electric Leap, Growth (Large Size), +1 Con                    
11th +11 +7 +5 +7   6 5 4 4 3 2 1
L.Elemental 8: Bonus Feat (Spring Attack),+1 Dex                    
12th +12 +8 +6 +8 Shapeshift (Forest Avenger Form), Natural Attacks (+3/+3) 6 5 4 4 3 3 2
L. Elemental 9: Electromagnetic Force, +1 Cha                    
13th +13 +8 +6 +8 A thousand faces 6 5 5 4 4 3 2 1
Owlbear 4: Screech, +1 Str, +1 Con                    
14th +14 +9 +6 +9 Shapeshift: Improved Overrun 6 5 5 4 4 3 3 2
L.Elemental 10: Defibrilation,+1 Dex                    
15th +15 +9 +7 +9 Timeless body 6 5 5 5 4 4 3 2 1
L.Elemental 11: Bonus Feat (Whirlwind Attack), Elder Elemental, Growth (Huge Size)                    

Skill Points: 30 (+24 Druid 3, +6 Int Bonus +1)
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Racial Skills: Balance, Climb, Concentration, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Spot, Survival.

Flaws: BeastlyYou have more in common with beasts than you do with your own race.

Prerequisite: Wild empathy.

Effect: You are vulnerable to the following list of spells that affect animals, as well as those which affect your own creature type: animal trance, calm animals, charm animal, dominate animal, hide from animals, hold animal.

Additionally, you suffer a -2 penalty on all Charisma-based skill checks except Disguise, Handle Animal, and Use Magic Device Anyone observing your mannerisms who possesses the wild empathy class ability can recognize this flaw immediately.

Suggested Class/Race: Ranger
Source: Dragon Magazine #329 (Class Acts - Flaws For Rangers)
, VulnerableYou are not good at defending yourself.
Effect: You take a -1 penalty to Armor Class.

Source: Unearthed Arcana

Feats: Monster Blooded [Monstrous]Either trough ritual, ancestry or some other event, the blood of a monster now courses trough your veins, strengthening you.

Benefit: Choose a base monster class. You gain +1 to an ability score of your choice that the chosen monster also gains.

Special: you can take this feat multiple times, each time choosing another monster.
(L.Elemental), Monster Hybrid [Monstrous]Prerequisites: Monster Blooded.

Benefit: You can now take levels of the base monster class you chose with Monster Blooded. You don't lose your old racial abilities, but if your actual creature type would change, you may choose to keep your old one or you must lose it in favor of the new one. You may also choose to keep:
-Limbs capable of fine manipulation.
-Your previous size.
-Your old natural weapons on top of new ones. If the new monster class offers natural weapons you already have, they don't stack.

This multiclass may be performed on the level you gain this feat, so for example if you reach 3rd, 6th or 9th level, you may pick this feat and instantly pick the chosen base monster class right away instead of another class. If you can pick monster blooded and Monster hybrid at first level, you can start with a base monster class and a race right away.

Special: This may be taken multiple times, up to the number of Monster Blooded feats you have. Each time, it applies to another monster.
(flaw), Alternate Form [Monstrous]Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general).

Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form.

Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.
(flaw) 3rd: Dodge (race),Self-SufficientSelf-Sufficient ( Player's Handbook v.3.5, p. 100)
[General]

You can take care of yourself in harsh environments and situations.

Benefit: You get a +2 bonus on all Heal checks and Survival checks.

Class Abilities
Druid: 1st:
Nature Sense (Ex)A druid gains a +2 bonus on Knowledge (nature) and Survival checks., ShapeshiftTaking the shapeshift alternative class feature means you can focus on your actions in combat (rather than worrying about your animal companion) while still unleashing nature's fury upon your foes.

Level: 1st.

Replaces: If you select this class feature, you do not gain an animal companion at 1st level, nor do you gain the wild shape class feature at 5th level (or any variation of that class feature at later levels, such as the ability to wild shape into an elemental at 16th level).

Benefit: 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.
(Predator Form), Spontaneous RejuvenationBy selecting the spontaneous rejuvenation alternative class feature, you can provide the party with plenty of healing without trampling on the cleric's role.

Level: 1st.

Replaces: If you select this class feature, you do not gain the ability to spontaneously convert prepared spells into summon nature's ally spells.

Benefit: You can transform the stored energy of a spell you have prepared to invigorate you and your allies.

To use spontaneous rejuvenation, you must spend a standard action and sacrifice a prepared spell. All allies within 30 feet of you (including yourself) gain fast healing for 3 rounds. The fast healing amount is equal to the spell's level. For example, if you sacrifice remove disease, a 3rdlevel spell, each ally gains fast healing 3 for 3 rounds.

The fast healing granted by this class feature doesn't stack with itself or with fast healing from other sources.
, Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
2nd: Woodland Stride (Ex)Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her., 3rd: , Trackless Step (Ex)Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Monster Abilities
Owlbear: 1st: Track (Ex), Claws, Peck
Lightning Elemental: 1st: Discharge (Ex)A Lightning Elemental’s slam attack deals bludgeoning damage plus additional 1d6 electric damage from the Elemental’s sparkling body. The additional damage done by this ability increases by an additional d6 for every 4 HD the elemental possesses. Those hit by a Lightning Elemental’s slam attack also must succeed on a Fortitude save or become Dazzled for 1d4 rounds. The save DC for this effect is 10 + ½ the Elemental’s HD + The Elemental’s Constitution Modifier. , Metal Mastery (Ex)An Lightning Elemental gains a +1 bonus on attack and damage rolls if its foe is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem)., Slam 1d6 2nd: Dodge

Edited by Steel Warrior (see edit history)
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