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| TelinArtho02-28-08, 02:26 PM | Propose your Mercenary http://caterane.de/CoCo/Struktur/Mercenaries.jpg - For Mercenaries only - This thread is the fuel for the Mercenary Roster because all available Mercenaries (or Mercs) are drawn from this thread. It's simple: you post your idea for a new mercenary here in this thread (by using the Standard Mercenary Sheet below). If your proposal actually makes it onto the Mercenary Roster, you gain two credits. Guidelines to create a Mercenary: You must use the Standard Mercenary Sheet below although slight modifications are acceptable. You might also have to add or substract things depending on the kind of mercenary you are posting. Before you determine the ECL of your mercenary, check the Mercenary Roster if there isn't already a similar mercenary, or already enough mercenaries of that level. This will increase the chances that your build will be picked. Exotic Mercenaries are not forbidden but will be kept at a minimum. Likewise, Mercenaries should be easy to handle so a phrenic ghost pixie has little chance to enter the Merc Roster. Mercenaries must have a personality because this affects their behaviour in a fight. Unlike normal allies, mercs have their own head and might not always comply with the gladiator's plans. Keep the personality description brief and simple though. As said, Mercs have their own head. That's why they do not fight for every gladiator. A noble Paladin might decline offers from non-good PCs while an arrogant wizard snorts at non-spellcasters ...and wants twice his fee from them. There is basically no limit to the requirements but don't exagerate please. You also must include a little background story for the mercenary but refrain from writing a novel. On the other hand, two lines are not much either. Starting Gold: Use Table 4-23 from DMG, p127. No item worth more than 50% of the Starting Gold, and no more expendables (including all items that can be used up, such as ammunition, poison, charged items, etc.) than 10% of the Starting Gold. Mercenaries use 25 point-buy to determine ability scores. Mercenary may only have class allies (except Planar Cohorts and Thralls). The fees for Mercenaries are this. Please note that the Character still suffers XP and Gold penalties for bringing in an ally on top of that! Price to hire a Mercenary ECL Price | ECL Price 1 100 | 10 1933 2 200 | 11 2500 3 300 | 12 3266 4 400 | 13 4333 5 533 | 14 5666 6 666 | 15 7333 7 866 | 16 9333 8 1133 | 17 12000 9 1500 | 18 15666 Mercenary Wealth ECL Gold | ECL Gold 1 900 | 10 16000 2 2000 | 11 21000 3 2500 | 12 27000 4 3300 | 13 35000 5 4300 | 14 45000 6 5600 | 15 59000 7 7200 | 16 77000 8 9400 | 17 100000 9 12000 | 18 130000 Have Fun! :) |
| TelinArtho02-28-08, 02:28 PM | Approved Mercenaries: Below is the list of the current approved mercenaries. Note that this links to the Mercenaries of Gladius thread and that the original proposed version might be significantly different than the approved version. As more mercenaries are approved, this list will be broken out by ECL. [ECL 1] Barak Wolfskinner (Human Barbarian 1) [ECL 1] Jazer Ik-Ahaman (Human Druid 1) [ECL 1] Gunnor Thwappen (Forest Gnome Sorcerer 1) [ECL 2] Trillian Tallbow (Elven Fighter 2) [ECL 3] Grauerholz (Gnome Illusionist 3) [ECL 3] Bedina Cassan (Xeph Ex-Barbarian 1/Fighter 2) [ECL 4] Hauber Bulwark (Dwarf Cleric 4) [ECL 5] Simaro Arnerl (Elf Transmuter 5) [ECL 6] Xander (Half-Giant Psiwarrior 5) [ECL 7] Bobo the Brute (Ogre Barbarian 1) Getting a Mercenary Added to the Mercenary Roster The process is simple. Step 1: Person A proposes a mercenary and posts a correct sheet in the "Propose a Mercenary" thread. Step 2: Person B (who is not Person A) reviews the mercenaries available and the mercenaries proposed and finds that a role is not covered that s/he would like to see covered. S/he asks for the mercenary that was proposed by Player A to be added to the Mercenary Roster. Step 3: Elder A (TelinArtho at present) performs a thorough audit on the proposed mercenary. Assuming it passes the audit (with few, if any, changes), Elder A then reviews the role(s) of the character and researches whether they are already covered. Assuming they are not - the mercenary is added to the roster and is available as of the next pairings. Simple process for a simple benefit. In addition to proposing new mercenaries - it may be necessary to replace mercenaries that go unused or that are desired to be replaced. The process here is the same as the above, except that a proposed replacement also needs a proposed removal on the current roster. As questions come up - I will use this post as a summary of those questions. |
| TelinArtho02-28-08, 02:29 PM | Proposed Mercenaries: Below is the list of all of the proposed mercenaries, including ones that have already been approved (marked in italics) and ones that are not complete. In order to get more mercenaries approved, please ask for specific mercenaries. Once one is asked for, I will perform a thorough audit (to make sure the mercenary is valid), compare the mercenary to other active mercenaries, and finally make a decision to approve/deny the mercenary. In general, if a mercenary's role is covered within +/- 1 ECL, then the mercenary won't likely be approved. Exceptions will occur at the lower ECLs. Also - if there is enough desire, the same method could be done to suggest a replacement for a currently active mercenary. Replacements should be within +/- 1 ECL of the current mercenary and fulfill the same role but in a significantly different way. As more mercenaries are proposed, I will keep this list up to date as it is needed. I will also find a permanent home for it in the future - just posting it in the tavern for the present time... Lastly, I have noted many of the below as "complete" - no one should take this statement as an indication that I have already performed an audit on the character in question. Many might still have issues - I just noted "complete" when it seemed to me that the character was mostly done. Mercenary Index, by ECL ECL1 Barak Wolfskinner Human Barbarian 1 (ECL1): complete, approved. Jazer Ik-Ahaman Human Druid 1 (ECL1): complete, approved. Aramil Kobold-Slayer Elf Ranger 1 (ECL1): complete, <not approved> Lawrence Gaius Human Paladin 1 (ECL1): complete, <not approved> Orrid Nuts Halfling Rogue 1 (ECL1): complete, <not approved> Gunnor Thwappen Forest Gnome Sorcerer 1 (ECL1): complete, approved Liel Turom Maenad Bard 1 (ECL1): complete, <not approved> Evel Aol Human Cleric 1 (ECL1): complete, <not approved> Angela Bairns Human Cleric 1 (ECL1): complete, <not approved> Hunter Theor Human Rogue 1 (ECL1): complete, <not approved> Zane Therapodulous Human Bard 1 (ECL1): complete, <not approved> Borak Skullcrasher Half-Orc Barbarian 1 (ECL1): complete, <not approved> ECL2 Trillian Tallbow Elf Fighter 2 (ECL2): complete, approved. Barsimmon Oridio Wood Elf Ranger 2 (ECL2): complete, <not approved> Ohko Ono Maenad Barbarian 1/Druid 1 (ECL2): complete, <not approved> Turen Gill Human Rogue 1/Fighter 1 (ECL2): complete, <not approved> Bo Bert/Fo Bert Human Rogue 2 (ECL2 each): complete, <not approved> Don Relik Human Cleric 2 (ECL2): complete, <not approved> Private 618 Hobgoblin Fighter 1 (ECL2): complete, <not approved> ECL3 Manard Greenfist Wood Elf Monk 3 (ECL3): complete, <not approved> Yojimbo the Ronin Human Ex-monk 1/Fighter 2 (ECL3): complete, <not approved> Grauerholz Forest Gnome Illusionist 3 (ECL3): complete, approved. Sharellym Vlaln Drow Elf Cleric 1 (ECL3): complete, <not approved> Kemman Tovaritsch Elan Transmuter 3 (ECL3): complete, <not approved> Cliffbearer Half-Giant Ex-monk 1/Barbarian 1 (ECL3): complete, <not approved> Belark Methren Duergar (psionic) Psychic Warrior 2 (ECL3): complete, <not approved> Bedina Cassan Xeph Monk 3 (ECL3): complete, <not approved> Bedina Cassan Xeph Ex-Barbarian 1/Fighter 2 (ECL3): complete, <not approved> Hansel Human Ranger 2/Fighter 1 (ECL3): complete, <not approved> Alden Fosyth Human Cleric 3 (ECL3): complete, <not approved> Dizzy Pixarch Human Kineticist 3 (ECL3): complete, audited, <not approved> ECL4 Sparks Goblin Expert 4 (ECL4): <invalid> Odruke Pureheart Human (Fallen) Paladin 4 (ECL4): complete, <not approved> Shanarra Wood Elf Fighter 2/Bard 2 (ECL4): complete, <not approved> Alex the Hunter Human Ranger 1/Fighter 2/Druid 1 (ECL4): complete, <not approved> Hauber Bulwark Mountain Dwarf Cleric 4 (ECL4): complete, approved. Alicia Human Wilder 4 (ECL4): complete, <not approved> ECL5 Andarian Greenleaf Venerable Human Druid 5 (ECL5): <incomplete> Kalor Middle-aged Sun Elf (not a valid race) Abjurer 5 (ECL5): <invalid> Simaro Arnerl Gray Elf Transmuter 5 (ECL5): complete, approved. Blaergh Ghoul (ECL5): complete, <not approved> ECL6 Xander the Dauntless Half-Giant Psychic Warrior 5 (ECL6): complete, approved. Ruffrrn Blink Dog (ECL6): complete, <not approved> Johan the "Long Knife" Human Rogue 6 (ECL6): complete, <not approved> Glittershell Dromite Cleric 4/Psychic Warrior 1 (ECL6): <incomplete> Bravo, the Exaggerator Half-Orc Barbarian 1/Bard 5 (ECL6): complete, <not approved> ECL7 Bobo the Brute Ogre Barbarian 1 (ECL7): complete, approved. Hanna the Wise Centaur Druid 1 (ECL7): complete, <not approved> ECL8 Calliandra "Cali" Talongate Human Abjurer (UA Variant) 8 (ECL8): complete, <not approved> Szaal'zass the Shaman Lizardfolk Cleric 5 (ECL8): complete, <not approved> Besh'am Half-Giant Battle Sorcerer (UA variant) 7 (ECL8): complete, <not approved> Illiria Llyerytas Aquatic Elf Druid 8 (ECL8): complete, <not approved> ECL9 Destra Stormwind Human Druid 8/Barbarian 1 (ECL9): complete, <not approved> <No Name> <incomplete> <Nothing> <Nothing> <No Name> Gray Elf Wizard 1 (ECL1): <incomplete> |
| TelinArtho02-28-08, 02:30 PM | Standard Mercenary Sheet: You have to comply with this sheet for what concerns all the informations; you may do any other changes, like adding colors, changing the font, and so on but you must keep the requested information. You will find several quotes throughout the sheet. These work like a guideline to the proper use of the Mercenary sheet and creation process. Right-click the quote button below and open in a new window. Now switch back and forth between this sheet where you can read the guidelines and the new window with your Mercenary sheet where you will fill in all information as you go. Layout of your sheet: Delete all that is not needed (eg. spells for a fighter) aswell as the quotes set around the whole text (because of hitting the 'quote' button). Text enclosed in (parenthesis) must be replaced with the appropriate content [example: "(gender+race)" => "male human"]; remove the parenthesis. Keep silvered text silvered as it improves the layout. Lines in Italics are optional and can be used or - if not used - deleted. Finally, please give him a first and a last name, or at least a good distinguishing nickname. Mercenary Requirements Cost to hire: x gold Requirement: xxx (Name of Mercenary) (Gender+Race) (Alignment) (Classes and Levels) Note that the silvered values are the points spent on abilities by using the 25 Point-buy system from the DMG, p169. If your ability score is different to what the points spent implies, you must write the reason behind it; see 'Charisma' below for an example. STR...12 [+1]...(4 pts) DEX...16 [+3]...(10 pts) CON...10 [+0]...(2 pts) INT....?? [+?]...(?? pts) WIS...?? [+?]...(?? pts) CHA...14 [+2]...(0 pts) [8, +2enhancement, +2racial] Hit Points: ?? [?? HD] AC ??, Touch ??, Flat ?? [+7 halfplate, +2 shield, etc...] Initiative: +? [?dex, ?feat] BAB/Grap: +?/+? [+?bab, +?str, +?feat...] Speed ?? Saves: Fort +?? [?class1 +?con +?enh...] [Conditional modifiers] Refl +?? [?class1 +?class2 +?con +?enh...] [Evasion] Will +?? [?class1 +?class3 +?con +?enh...] [+2 rage] +2 racial vs. enchantment; immune to sleep; immune to disease; ... Attacks: (weaponname) +14 melee, 1d8+2 [19-20/x2] (weaponname) +?? melee, 1d?+? [20/x?] [Other cond. modifiers] (weaponname) +?? ranged, 1d?? [??/x?] [80' range] [+1 racial vs. kobolds and goblinoids] Feats: (featname), (featname), (featname), etc Racial and Class Abilities: (Ability), (Ability), etc Special Abilities: (Ability), (Ability), etc Skills (?? Points Class A, ?? cl B, ?? cl C): (Skillname) +?? [?? rnks, +?(ability) +...] [4ftr] (Skillname) +?? [?? rnks, +?(ability) +? synergy] [2ftr] (Skillname) +?? [?? rnks, +?(ability) +? tool] [4pal] (Skillname) +?? [?? rnks, +?(ability)] +? competence[6ftr(cc)] Languages: Common, etc [2ftr(cc)] The following sections are for spellcasters and manifesters. Please keep in mind that you may only cast 1/3 of your spell-levels or use 1/3 of your powerpoint reserve in arena fights. For that reason, you must add your total spell levels (not counting cantrips) aswell as the number you may actually cast, which is 1/3 rounded up. Keep in mind that Mercs usually do not change their prepared spells. Delete this section unless prepared caster. Spells memorized: [DcX+lvl] [4/4/3] 0: x, x, x, x 1: x, x, x, x 2: x, x, x Delete this section unless prepared caster. Spellbook: 0: (All cantrips minus spells from prohibited schools in case of specialist wizard) 1: (Spell1), (Spell2), (Spell3) Delete this section unless spontaneous caster. Spells per Day: [DcX+lvl] [4/5/4] [Spell levels: ??; Cast: (1/3 of spell-levels)] 0: (Spell1), (Spell2), (Spell3), (Spell4) 1: (Spell1), etc... 2: (Spell1), etc... Delete this section unless manifester [b]Powers Known: [DcX+lvl] [4/5/4] [Power Points: ??; Use: (1/3 of total PP)] 1: (Power1), (Power2), (Power3) 2: (Power1), etc... The Mercenary may enter the arena with certain spells or abilities already in effect as long as the effect lasts for 16 hours or longer. Spells used as prebuffs do not count against his total spell-level limit (1/3) but must be marked off in his Spell list by using the [s]Strikethrough command or by silvering them out. Note that Mercenaries usually keep their pre-buffs during their career. Buffs and Prefight actions: - Extended Mage Armor [lasts 24 hours] - Poisoned Sword with ... - Summoned Holy Horse [lasts 20 hours] - Inertial Armor [lasts 16 hours; used 1 PP] - .... [(duration)] Your Mercenary gets a certain amount of gold from which he buys his equipment. This amount is listed on DMG p127, Table 4-23. Use the ECL of the Mercenary. Mercs may never have a single item worth more than half their starting gold, and expendable items only up to 10% of their starting gold. Expendables or Items with multiple charges are always renewed after each fight. [u]Equipment [Weight] (Gold) (Free weightless outfit) (Armor) [??] (??)] (Shield) [??] (??)] (Weapon) [??] (??)] (Weapon) [??] (??)] Quiver with XY arrows [??] (??)] Headband of... [??] (??)] Ring of... [??] (??)] Ring of... [??] (??)] Boots of ... [??] (??)] Other magic item [??] (??)] Expendable Items: [CL] [Weight] (Gold)] Potion of *** [(CL)] [??] (??)] Potion of *** [(CL)] [??] (??)] Scroll of *** [(CL)] [??] (??)] Scroll of *** [(CL)] [??] (??)] Stone of *** [(ML)] [??] (??)] Tattoo of *** [(ML)] [??] (??)] Miscellaneous Statistics: Encumbance: 0-??? (light), ???-??? (medium), ???-??? (heavy) Weight carried: ?? lb Character Background: Unlike for PCs, the background story and personality for Mercenaries are mandatory because their behaviour depends on it. You can come up with anything you like as long as it sounds reasonable. If you have a long background story, make a short summary here, and put the long version in sblocks below. The Personality refers to the Mercs behaviour in a fight and goes into the next section below. Also tell us where he comes from (see World of Gladius) Character Personality: <describe personality in fights> Finally, you may give the Mercenary special requirements that player characters need to fulfill to be able to hire the Mercenary. A Paladin Merc may only fight for good-aligned characters, an arrogant wizard might want double his fee from non-spellcasters, and dwarves might give dwarven PCs a discount. The requirements are completely up to you. Write the Requirements into the code block at the top. Mercenary provided by (your username). |
| TelinArtho02-28-08, 02:31 PM | < Reserved for future use if needed > |
| CrazyArtificer03-01-08, 02:46 PM | Mercenary Requirements Cost to hire: 1133 gold Requirement: Won't work with humans. A successfull Diplomacy check against DC 15 may convince him to work with a human, but he'll ask 25% more gold. A Diplomacy check against DC 25 will lift any additional gold cost. Besh'am Male Half-Giant. NE ECL 8: LA 1/ Battle-Sorcerer (UA variant) 7. STR...18 [+4]...8 pts [15, +2 racial, +1 advancement] DEX...8 [-1]... 2 pts [10, -2 racial] CON...16 [+3]...6 pts[14, +2 racial] INT....8 [-1]...0 pts WIS...12 [+1]...4 pts CHA...13 [+1]...5 pts Hit Points: 56 [7 HD] AC 14, Touch 9, Flat 14 [+5 chain shirt, -1 dex] +4 w/Shield, +2 w/Protection from Evil, +5 natural w/Alter Self (Ogre Mage) Initiative: -1 [-1 dex] BAB/Grap: +5/+13 [+5 bab, +4 str, +4 powerful build] Speed 30 140 ft if Mounted, 40 ft and fly 40 ft (good) if Altered in Ogre Mage. Saves: Fort +5 [2, +3 con, +1 item] Refl +2 [2, -1 dex, +1 item] Will +7 [5, +1 wis, +1 item] +2 racial bonus on saving throws against all fire spells and effects not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Attacks: Lance +5, 2d6+6 damage (4d6+12 when charging mounted) +7, 2d6+9 (4d6+18) w/Bull's Strength +1 Longsword +10, 2d6+7 damage (two handed) +12, 2d6+10 w/Bull's Strength. +1 Longsword +9, 3d6+7 damage (two handed) w/Alter Self (Ogre Mage), +11, 3d6+10 w/Bull's Strength. Feats: Power Attack, Psionic Weapon, Deep Impact. Racial and Class Abilities: Powerful Build (treated as Large when convenient), Stomp 1/day (DC 14), Naturally psionic (2 pp), Armor Proficiency (Light Armor), Weapon Proficiency (Longsword), can cast in Light Armor with no ASF. Special Abilities: Low-light Vision. Skills (10 Points): Concentration +13 [10 rnks, +3 Con] [10 Battle Sorcerer] Languages: Common Spells known: [Dc 11+lvl] 0: Resistance, Light, Disrupt Undead, Detect Poison, Detect Magic, Read magic. 1: True Strike, Shield, Protection from Evil, Feather Fall. 2: Bull's Strength, Alter Self. 3: Phantom Steed. Spells per Day: [Dc11+lvl] [5/6/5/3] [Spell levels: 19; Cast: 7] Buffs and Prefight actions: - Gain Psionic Focus. Equipment [Weight] (Gold) Free weightless outfit Mithril Shirt +1[12.5] (2100)] Large Lance [20] (20)] Large Cold Iron Longsword [8] (60)] Large +1 Longsword [8] (2330)] Quiver with 20 arrows [6] (1)] Composite Longbow. [6] (100)] Lesser Metamagic Rod of Extend Spell [-] (3000)] Cloak of Resistance +1 [-] (1000)] [B]Expendable Items: [CL] [Weight] (Gold)] 2 Scrolls of True Strike [(CL 1)] [-] (50)] Scroll of Shield [(CL 2)] [-] (50)] Scroll of Bull's Strength [(CL 3)] [-] (150)] Scroll of Mirror Image [(CL 3)] [-] (150)] Scroll of Displacement [(CL 5)] [-] (375)] Miscellaneous Statistics: Encumbance: 0-100 (light), 101-200 (medium), 201-300 (heavy) Weight carried: 60.5 lb Character Background: Besh'am born close to the city of Al Ammana, in the Habari Sultanate. He quickly became the target of many of the local folk for his diversity. Not only he was much bigger than the other childs, but he also manifested a sort of inner mental and arcane power which was frightening the villagers. One day his home was assaulted and his mother was killed in front of his eyes, guilty of giving birth to such a monster. Attacked himself, he managed to flee. A few months later he came back and exterminated the whole village, setting everything on fire after killing each inhabitant. Satisfied for taking his revenge, he travelled all the way up to Gladius, willing to earn some money helping other gladiators. He hates humans. Character Personality: Besh'am likes to fight in two ways: - Mounted on a Phantom Steed - Altered in an Ogre Mage. Either way, he likes to buff himself with Bull's Strenght and True Strike, so he can unleash a powerful attack on his enemy, using his two feats: Deep Impact and Power Attack (for 5) He uses his metamagic rod to extend Phantom Steed or Alter Self, so he can use them in more than 1 fight. He thinks to himself as a warrior, rather than a caster, and he will make his best to always stay in melee, using his Displacement and Mirror Image scrolls to avoid being hit. Mercenary provided by CrazyArtificer. |
| TelinArtho03-14-08, 01:36 PM | Mercenary Requirements Cost to hire: 1133 gold Requirement: Works for aquatic subtype and water domain clerics for a 10% break (1020gp) Will not work for fire subtype and fire domain clerics [Diplomacy 15] Will not work for someone with more than 50% of the maximum expendable limit Illiria Llyerytas female Aquatic Elf Druid, Humanoid (Elf, Aquatic) Medium size, Height 4'9", Weight 96lbs Lawful Neutral Druid 8, ECL 8 STR 8 [-1] (0 pts) DEX 16 [+3] (6 pts) [14, +2 race] CON 14 [+2] (6 pts) INT 8 [-1] (2 pts) [10, -2 race] WIS 18 [+4] (10 pts) [16, +1 @4th, +1 @8th] CHA 9 [-1] (1 pts) Hit Points: 52 [8d8+16 HD] AC 19 [+3 dex, +3 armor, +2 shield, +1 deflection], Touch 14, Flat 16 Initiative: +3 BAB/Grap: +6/+5 [+6bab, -1str] Speed 30ft, Swim 40ft Saves: Fort +8 [+6 druid, +2 Con] Refl +5 [+2 druid, +3 Dex] Will +10 [+6 druid, +4 Wis] Immune to Sleep spells and effects, +2 vs Enchantments; +4 vs spell-like abilities of Fey Attacks: Melee touch +9/+4 [+6 bab, +3 dex] Ranged touch +9/+4 [+6 bab, +3 dex] Dagger +9/+4 melee/ranged, 1d4-1 dmg, 19-20/x2 crit, 10ft range increment [+6 bab, +3 dex] [b]Giant Octopus: Large, S20, D15, C13; +7 natural AC; Speed: 20ft, Swim 30ft 8 Tentacles +10 melee, 1d4+5 dmg [20ft reach] and Bite +5 melee, 1d8+2 dmg [10ft reach] Improved Grab (any size, on a tentacle grab) Dire Lion: Large, S25, D15, C17; +4 natural AC; Speed: 40ft 2 Claws +12 melee, 1d6+7 dmg and Bite +7 melee, 1d8+3 dmg Improved Grab (on successful bite), Pounce, Rake Dire Bat: Large, S17, D22, C17; +5 natural AC; Speed: 20ft, fly 40ft (good) Bite +11 melee, 1d8+4 dmg Deinonychus: Medium, S19, D15, C19; +5 natural AC; Speed: 60ft Talons +10 melee, 1d8+4 dmg and 2 Foreclaws +5 melee, 1d3+2 dmg and Bite +5 melee, 2d4+2 dmg Pounce Eagle: Small, S10, D19, C12; +1 natural AC; Speed: 10ft, fly 80ft (average) 2 Talons +11 melee, 1d4 dmg and Bite +6 melee, 1d4 dmg Feats: Spell Penetration [1st] Weapon Finesse [3rd] Natural Spell [6th] Racial Abilities: Aquatic Elf Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Gills: Can survive out of water for 1 hour per point of Constitution Superior Low-Light Vision Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. +8 racial bonus on Swim, can run in water and can take 10 on swim checks. Class Abilities: Druid Weapon and Armor Proficiencies: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, light and medium armor types and all shields (except tower) - though may not use metal armor/shields. Spontaneous Casting of Summon Nature's Ally spells Animal Companion (Elasmosaurus) Nature Sense (+2 to Knowledge (nature) and Survival) Wild Empathy (Diplomacy used on animals) Woodland Stride (may move through undergrowth, briars unimpeded) Trackless Steps (may move without leaving tracks) Resist Nature's Lure (+4 bonus to saving throws vs Fey spell-like abilities) Wildshape 3/day (lasts for 8 hours, Small, Medium, Large animals only) Skills (33 druid) +3 Balance [+3 dex] -1 Climb [-1 str] +13 Concentration [11 druid, +2 con] +5 Handle Animal [6 druid, -1 cha] [+4 for animal companion] +3 Hide [+3 dex] -1 Jump [-1 str] +2 Knowledge (Nature) [1 druid, -1 int, +2 class] +6 Listen [+4 wis, +2 racial] +3 Move Silently [+3 dex] +14 Ride [9 druid, +3 dex, +2 synergy (Handle Animal)] +1 Search [-1 int, +2 racial] +0 Spellcraft [1 druid, -1 int] +6 Spot [+4 wis, +2 racial] +6 Survival [+4 wis, +2 class] +12 Swim [5 druid, -1 str, +8 racial] [Can take 10] Speaks Common, Elf Speak Language [2] [2 total languages] Spells memorized: [6/5/4/4/3] [Spell levels: 37; Cast: 13] [CL8] [+2 for SR checks] 0: [DC 14] Create Water, Resistance (x2), Detect Magic, Read Magic, Light 1: [DC 15] Longstrider, Entangle, Faerie Fire, Hide from Animals, Cure Light Wounds 2: [DC 16] Reduce Animal, Bull's Strength, Bear's Endurance, Resist Energy 3: [DC 17] Call Lightning, Greater Magic Fang, Spike Growth, Poison 4: [DC 18] Flame Strike, Dispel Magic, Ice Storm Equipment: (9400gp) Dagger (1lbs) [2gp] +1 Leather armor (15lbs) [1160gp] +1 Darkwood Buckler of Heartening (2.5lbs) [1925gp] Ring of Protection +1 (0lbs) [2000gp] Shells and Seaweed (0lbs) [0gp] [Divine focus] Spell Component Pouch (2lbs) [5gp] [20.5lbs] [5092gp] Allies +1 Huge Studded Leather of Quickness (125lbs) [4250gp] [100lbs] [4250gp] [9342gp] Miscellaneous Statistics: Elf Encumbrance: 0-26 (light), 27-53 (medium), 54-80 (heavy) Weight carried: 20.5 lbs Elasmosaurus, huge animal HD 10d8+66; hp 111; init +2; speed 25ft, swim 55ft; AC 17 (-2 sz, +2 dex, +3 nat, +4 armor), touch 10, flat-footed 15; BAB +7; Grapple +23; Bite +13 melee, 2d8+12 dmg; Space/Reach 15ft/10ft Saves +15/+9/+4; S 26 D 14 C 22 I 2 W 13 Ch 9; Skills: Balance +2, Climb +8, Hide -4 [2 animal, +8 race, +2 dex, -8 size], Jump +2, Listen +4 [3 animal, +1 wis], Move Silently +2, Spot +9 [8 animal, +1 wis], Swim +16 [+8 str, +8 race] Feats: Dodge, Great Fortitude, Toughness (x2) Specials: Low-light Vision, Scent, Link (+4 on handle animal checks), Share Spells Tricks: Combat Riding (attack, come, defend, down, guard, and heel), Attack allB Equipment: +1 Huge Studded Leather of Quickness Encumbrance: 0-1836 (light), 1837-3678 (medium), 3679-5520 (heavy) Weight carried: 100lbs A member of the sea elven community located between the Elven Realm and the Pirate Isles, Illyria was a prominent figure amongst her people as a druid and a spokeswoman for the surroundings. For the most part, Illyria's life was spent close to home - but she occasionally journeyed in order to learn the state of the rest of the world - both below the surface and above. Unfortunately, traveling left her homeless - as a fate unknown to her left her homeland barren and the people there consumed and dead. She never knew what had happened until she met an unlikely ally - a sahuagin named Aquin. Since she returned and discovered the destruction, she has endeavored to help Aquin in his own tasks and to hopefully stop the black cloud once and for all. Illyria prefers to fight in watery domains, but when needed, she can be called onto land. Often on land, she will wildshape into appropriate forms for engaging the enemy - but she is not opposed to using the giant octopus form to show the strength of underwater creatures. When not wildshaped - Illyria usually rides on Foudrapide's back, using the Huge creature for protection and intimidation. In arenas that are too small for the huge creature, she'll usually use Reduce Animal in order to improve maneuverability. Illyria doesn't disdain the use of fire - but she certainly doesn't appreciate how fire creatures and clerics abuse water (by boiling it away). What she does disdain is waste. Against opponents who have a history of using excessive (2 or more expendables per fight) amounts of scrolls, potions or other expendables, she will focus her efforts on that individual with priority. Oftentimes, she will even lecture the opponent about recycling. Mercenary provided by TelinArtho. |