Thread: Revenge of the Monsters D&D Pathfinder Faerun 3.5 Updated!

Re Revenge of the Monsters DD Faerun 3.5Pathfinderish id Zyzzix, the Dragonwrought Druid and her faithful steed Flubbles Name Achaukiejir Birth name Zyzzix Chosen name Edarmolik LastTribal name Race Green Kobold Alignment LN Deity Kurtulmak Sex Female Height 2' 3 Weight 35 lbs Age 12 Class Druid Hp 45 Stats Strength 10 0 Dexterity 16 3 Constitution 12 1 Intelligence 12 1 Wisdom 18 4 Charisma 14 2 Skills Climb 0 0 Ranks 0 Str Craft Trapmaking racial 3 0 Ranks 1 Int 2 Racial Craft Jewelry 8 4 Ranks 1 Int 3 Class Fly 3 0 Ranks 3 Dex Handle Animal 2 0 Ranks 2 Cha Heal 10 3 Ranks 3 Wis 3 Class 1 Extra Knowledge Geography 7 3 Ranks 1 Int 3 Class Knowledge Nature 9 3 Ranks 1 Int 3 Class 2 Druid Knowledge Planes 2 1 Rank 1 Int CC Perception 14 5 Ranks 4 Wis 3 Class 2 Racial Profession Miner racial 6 0 Ranks 4 Wis 2 Racial Profession Jewelcrafter 4 0 Ranks 4 Wis Ride 11 5 Ranks 3 Dex 3 Class Spellcraft 1 0 Ranks 1 Int Stealth racial 11 0 Ranks 3 Dex 8 Racial Survival 6 0 Ranks 4 Wis 2 Druid Swim 0 0 Ranks 0 Str Feats LV1 Dragonwrought Races of the Dragon Low-light vision, changes subtype to Dragon, Kobold only LV3 Mounted Combat PFSRD Allows character to avoid attacks while mounted LV5 Trample PFSRD Character may choose target who cannot avoid said trample. Mount makes 1 hoofclawbite?, if target is prone, 4 to mount's attack Saves Fortitude 5 4 Base 1 Con Reflex 4 1 Base 3 Dex Will 8 4 Base 4 Wis Attack Bonuses 4 Melee 3 BaB 0 Str 1 Size 7 Ranged 3 BaB 3 Dex 1 Size AC 24 10 7 Armor 2 Armor 3 Dex 1 Size 1 Natural Armor Initiative 5 3 Dex 2 Trait Kobold -4 Str, 4 Dex, -2 Con, 2 Cha While Kobolds lack physical presence, they are quite nimble of tongue and hand. Small Kobolds are Small creatures gain a 1 size bonus to their AC, a 1 size bonus on attack rolls, a ??1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a 4 size bonus on Stealth checks. Normal Speed Kobolds have a base speed of 30 feet. Darkvision Kobolds can see in the dark up to 60 feet in black and white. 1 Natural Armor bonus. Crafty Kobolds gain a 2 racial bonus on Craft trapmaking, Perception, and Profession miner checks. Craft trapmaking and Stealth are always class skills for a kobold. Green kobolds gain an additional 4 racial bonus on Stealth checks Weakness Light sensitivity. Languages Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages Common, Dwarven, Gnome, and Undercommon. Druid Class Domain Earth Nature Bond Nature Sense Orisons Woodland Stride Trackless Step Resist Nature??s Lure Aspect of Nature Druid Class Variants Aspect of Nature Instead of taking animal form, a druid with this variant form of wild shape takes one more more aspects of nature when she uses her wild shape ability. Each aspect taken on counts as one daily use of the druid??s wild shape ability. Multiple versions of the same aspect don??t stack. Taking on one or more aspects is a standard action which does not provoke attacks of opportunity, and the effect lasts for 1 minute per druid level. At 5th level, a druid may take on one aspect from those described below. At 8th level, the druid can take on up to two aspects simultaneously. At 11th level, she can take up on to three aspects simultaneously, and at 15th level the limit in creases to its maximum of four simultaneous aspects. Some aspects can only be combined with certain other aspects, as indicated in their descriptions. Aspects Available at current level Aquatic The druid grows gills, enabling her to breathe underwater while retaining her ability to breathe air. Webbing between her fingers and her toes grants her a swim speed of 40 feet or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load and a 8 bonus on her Swim checks. Flight The druid grows wings feathery or bat-like, at her option that enable her to fly at a speed of 40 feet with average maneuverability or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load. Poison The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the druid??s size 1d4 for a Medium druid, or 1d3 for a Small druid. In addition, the bite delivers a toxic venom Fortitude save DC 10 12 druid??s level druid??s Con modifier initial and secondary damage 1d6 Con. Scent The druid gains the scent ability, as described on page 314 of the Monster Manual. Speed The druid gains a 30-foot enhancement bonus to her base land speed. Tooth and Claw The druid gains a primary bite attack at her full base attack bonus and two secondary claw attacks at her base attack bonus ??5 and adding only half her Strength bonus on damage rolls. The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the druid??s size 1d6 for a Medium druid, or 1d4 for a Small druid, while the claws deal piercing and slashing damage equal to a dagger of the druid??s size 1d4 for a Medium druid, or 1d3 for a Small druid. Unearth Arcana pg. 67 Elemental Companion Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion. Class Druid. Level 1st. Special Requirement Knowledge the planes 1 rank, Speak Language Auran, Terran, Ignan, or Aquan Replaces You do not gain an animal companion, nor do you gain wild empathy. Benefit You gain the companionship of a Small elemental air, earth, fire, or water your choice. You must speak the language of your chosen elemental companion Auran, Terran, Ignan, or Aquan, respectively. Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks it is intelligent enough to follow your spoken commands and thus needs no tricks. It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack. At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately. At 10th level, you can choose for your elemental companion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain Medium, it instead gains 2 HD, 2 Strength, 2 Constitution, and damage reduction 5??. At 16th level, you can choose for your elemental companion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain at its current size, it instead gains an additional 4 HD, 4 Strength, 4 Constitution, and damage reduction 5??. All these benefits stack with existing statistics except for the damage reduction. Traits 1 Caretaker - As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a 1 trait bonus on Heal checks, and Heal is always a class skill for you. 2 Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a 2 trait bonus on Initiative checks. Equipment Armor 1 Chitin mail 1,135gp Shield Heavy Wooden Shield of Blinding 1,307gp 25sp Weapon 1 Gnome Bane Warhammer 2,309gp Weapon 2 1 Ghost Touch Sickle Bonus item Weapon 3 Sling No cost Ammo 2 2lb. bags of caltrops 64 total 2gp Amulet of Warmth Races of the Dragon Keeps character at 70F at all times 1,000gp Sundark goggles Races of the Dragon Prevents effects of light sensitivity 10gp Exotic Military Saddle 2 on Ride checks related to staying in saddle, 75 if knocked unconscious to stay in saddle 60gp Bit and Bridle 2gp Saddle Bags 4gp 10 days of Good Meals 50sp Waterskin 4gp Tent Small 7gp 50sp Miner's Pick Small 2gp 25sp Hemp Rope 50ft 1gp Grappling Hook 1gp Hammer 5sp Bedroll 1sp Winter Blanket 5sp Bell 1gp Signal Whistle 8sp Bag of Holding - Type 1 2,500gp 4 Potions of Mage Armor 200gp Total 4 Potions of Hide from Undead 200gp Total 2 doses of Blue Whinnis poison Injury DC 14, 1 - 1 Con, 2 - Unconsciousness 240gp REMAINING 15gp 31sp Flubbles SizeType Large Animal Hit Dice 9d89 79 hp Initiative 4 Speed 50 ft. Armor Class 16 4 Dex, 2 natural, touch 14, flat-footed 12 Base AttackGrapple 24 Attack Bite 6 melee 1d83 Full Attack Bite 6 melee 1d83 SpaceReach 10 ft.10 ft. Special Attacks Attach, blood drain Special Qualities Low-light vision, scent Saves Fort 5, Ref 7, Will 4 Abilities Str 17, Dex 19, Con 13, Int 2, Wis 12, Cha 11 Skills Hide 8, Perception 8, Stealth 8 Feats Alertness, Stealthy, Weapon Finesse Dire weasels stalk their prey in the dark and then leap on it, biting and clawing. Attach Ex A dire weasel that hits with its bite attack latches onto the opponent??s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature. Blood Drain Ex A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached. Mahkah SizeType Medium Elemental Earth, Extraplanar Hit Dice 7d1021 91 hp Initiative -1 Speed 20 ft., burrow 20 ft. Armor Class 18 -1 Dex, 9 natural, touch 9, flat-footed 18 Base AttackGrapple 38 Attack Slam 8 melee 1d87 Full Attack Slam 9 1d87 SpaceReach 5 ft.5 ft. Special Attacks Earth mastery, push Special Qualities Darkvision 60 ft., earth glide, elemental traits, tremorsense 60 ft. Saves Fort 7, Ref 0, Will 4 Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Skills Climb 10, Perception 7, Stealth 3 Feats Cleave, Improved Bull Rush, Power Attack Elemental Traits An elemental is a being composed entirely from one of the four classical elements air, earth, fire, or water. An elemental has the following features. -Immunity to paralysis, poison, sleep effects, and stunning. -Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. -Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry. -Proficient with whatever type of armor light, medium, or heavy it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. -Elementals are proficient with shields if they are proficient with any form of armor. -Elementals do not breathe, eat, or sleep.listu Earth Mastery Ex An earth elemental gains a 1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers are not included in the statistics block. Push Ex An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental??s opposed Strength checks. Earth Glide Ex An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Tremorsense Ex A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the creature to those that it??s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they??re considered moving they don??t have to move from place to place for a creature with tremorsense to detect them. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability??s range is specified in the creature??s descriptive text. Background Zyzziz, hatched as Achaukiejir to her simple mining tribe, was raised on the surface world by the holiest of kobold clerics. Her childhood consisted of daily prayer to Kurtukmak for wisdom and power to strike her enemies down. From a young hatchling, Zyzzix found herself more comfortable in the surrounding forests than in the stuffy caves she was kept in at night. She could never understand how her whole race enjoyed living beneath the earth. The more she learned about her race's culture and habits, Zyzzix liked the kobolds as a whole less and less. She found a calling to be a steward of the Earth and was blessed by Kurtulmak as she was not struck down upon being exiled. Zyzzix didn't agree with the pillaging against the earth, so she engineered some traps to slow the thieves down. Her dragonwrought blessing kept her from being outwardly killed, so she was exiled to allow her to live as the sacred cow she had been trained to be. Her exile was a direct punishment for sabotaging some of the mines and caverns to collapse. Out on her own, Zyzzix found herself with he trusted dire weasel steed, Flubbulaxnarz Sausage of War. Flubbles for short. Being allowed to explore life on her own, she found life amongst the rocks and trees to be a more suitable life. While living life abroad, she found out the truth of the things the clerics taught her. Zyzzix found herself under attack by sever different types of humanoids up to and including gnomes, her race's number one enemy. She also found that the attacks were only brought on by their misunderstandings about kobolds. Or at least that's what she tried to tell herself. After several weeks of prayer, Zyzzix felt that Kurtulmak had a purpose for her. She felt that she was to learn the ways of the druid. For the druid was the protector of the land, something that meant so much to her. Seeking the path of druids, Zyzzix found herself fortunate to be in the forest of some 'monstrous' folk who knew the way of Earth. The small band of goblins that took her in in exchange for her trapmaking and jewelry making talents, showed her the divine path of druidic power under the blessing if her patron, Kurtulmak. A few years lapsed and the goblin band was slaughtered while she was out for morning meditation. She returned to find her dearest friends dead and dying at the hands of some band of 'adventurers'. From that point, Zyzzix found herself moved to educate the world about kobolds and to stop this age old ignorance. Determined to stop this unneeded cycle of waste and violence, she sought out someone who shared her ideals. Zyzzix found this to be rather difficult as most would attack on sight, screaming something about her being a monster. It was then that Zyzzix came across a traveling band of ogres with a pair of hobgoblins. Permitted to camp with them for safety, Zyzzix told them of what had happened only days prior. The group spoke of a festival they were attending for those not of 'advanced' status. It was like a retreat for those not accepted in the mainstream society. Zyzzix was glad things had happened they way they had. She decided that she would attend this festival with these people. The group arrived to the festival a day late because of the half-ogre's desire to spar with each other until someone submitted. That was a minor set back, but the kobold enjoyed herself none the less. She made several acquaintances, including some kobolds who fawned over her just like the clerics had. Finding herself in a wonderful environment, she absorbed the good times and fun folk for the next 2 days. Then tragedy struck. After the fires and looting died down, Zyzzix removed herself from the hollowed tree she managed to dive into. Finding the place nearly leveled and full of the dead, the kobold came to know hate for the first time in her short life. Her new friends had perished at the hands of gnomes and elves. She felt sickened by their longevity still breeding ignorance. That thought cemented her convictions to educate... through violence if needed. This needed to stop. Finding survivors amongst the rubble, Zyzzix went about healing those still alive, hoping that there would be some amongst these ragged few who would rally against these actions.