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| Klyden11-05-03, 08:20 PM | One of my many projects that I plan on finishing in my spare time (if I get any) is this: THE TRIAD OF LETHYR! A special forces group of the druids of Lethyr! Composed of the following members: Valaria Redwood: Female volodni Druid 18 of Silvanus; CR 20; Thormek Skullcrusher: Male shield dwarf Fighter 3/Druid 9 of Silvanus; CR 12; Eavanio Greenhoof: Male centaur Ranger 5 of Silvanus; CR 12; I'll try and work on these as soon as I can get the strength to do so. Damn kemo therapy...first my hair and now my vitality! To top it all off, I have to do radiation therapy now! Ugh! This is gonna be hell! |
| Klyden11-08-03, 09:13 PM | Valaria Redwood. Tell me if I made any mistakes okay? Here she is: Valaria Redwood: Female volodni Druid 18 of Silvanus; CR 20; Medium plant; HD 18d8+18; hp 102; Init +1; Spd 30 ft.; AC 23, touch 18, flat-footed 22; Base Atk +13; Grp +14; Atk +20 melee (1d6+6 plus 2d4 holy/16-20,+5 bluewood scimitar) or +20 ranged (1d10+6 plus 2d4 holy/17-20,+5 bluewood heavy crossbow); Full Atk +20/+15/+10/+5 melee (1d6+6 plus 2d4 holy/16-20,+5 bluewood scimitar) or +20/+15/+10/+5 ranged (1d10+6 plus 2d4 holy/17-20,+5 bluewood heavy crossbow); SQ A thousand faces, animal companion, nature sense, resist nature’s lure, timeless body, trackless step, venom immunity, wild empathy, woodland stride; AL NG; SV Fort +18, Ref +14, Will +21; Str 12, Dex 12, Con 14, Int 12, Wis 20, Cha 12. Height 6 ft. 1 in, weight 104 lbs, age 108. Skills and Feats: Climb +9, Concentration +9, Craft (carpentry) +9, Diplomacy +10, Handle Animal +9, Heal +13, Knowledge (nature) +9, Listen +13, Spellcraft +9, Spot +13, Survival +13, Swim +9; Greater Spell Penetration, Improved Critical (heavy crossbow), Lightning Reflexes, Spell Penetration, Weapon Focus (scimitar), Weapon Focus (heavy crossbow), Woodwise. A Thousand Faces (Su): Animal Companion: Valaria has White Fang, a male dire wolf, as her animal companion. Link With Companion: Nature Sense (Ex): Valaria can identify plants and animals (their species and special traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous. Plant Traits: Valaria is immune to poison, sleep effects, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She is not subject to critical hits. Low-light vision. Resist Nature's Lure (Ex): Valaria has a +4 bonus on saving throws against the spell-like abilities of fey. Share Spells: Sustenance (Ex): Valaria requires only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. Valaria requires only one-quarter the food and water a human requires since she absorbs nutrients from her environment. Timeless Body (Su): Trackless Step (Ex): Valaria leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail. Venom Immunity (Ex): Valaria is immune to all poisons. Wild Shape (Su): Once per day, Valaria can turn herself into a Small, Medium, Large, or Huge animal or plant or a Small, Medium, or Large Elemental and back again. Her options for new forms include all creatures with the animal, planet, or elemental type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal, plant, elemental or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal, plant, or elemental Valaria is familiar with. Valaria loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as his new form. As stated above Valaria can wild shape into a Small, Medium, or Large Elemental also. In addition to the normal effects of wild shape, Valaria gains all the elementals extraordinary , super natural, and spell-like abilities. She also gains the elementals feats for as long as she maintains the wild shape but maintains her own creature type. Woodland Stride (Ex): Valaria can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed without taking any damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Druid Spells Prepared (8/6/6/6/6/5/4/3/3/2; save DC 15 + spell level): 0 -- create water, cure minor wounds (2), detect magic, detect poison, mending, purify food & drink, read magic, resistance; 1st -- calm animals, cure light wounds (2), detect animals or plants, entangle, produce flame; 2nd -- animal messenger, barkskin, delay poison, hold animal, warp wood, wood shape; 3rd -- call lightning, cure moderate wounds (2), neutralize poison, remove disease (2); 4th -- anti-plant shell, command plants, cure serious wounds (2), flame strike, freedom of movement; 5th -- atonement, baleful polymorph, call lightning storm, cure critical wounds (2); 6th -- cure light wounds, mass (2), bear‘s endurance, mass, cat‘s grace, mass; 7th -- animate plants, cure moderate wounds, mass (2); 8th -- control plants, cure serious wounds, mass (2); 9th -- cure critical wounds, mass (2). Languages: Common, Sylvan, Treant. Possessions: +5 Bluewood keen holy scimitar, +5 bluewood holy heavy crossbow, +5 Bluewood leather armor, 20 bolts, amulet of natural armor +5, cloak of resistance +5. I'm not finished yet with her so please only tell me the mistakes I made with the material I've done so far okay? Thanks. |
| Klyden11-08-03, 09:20 PM | Thormek Skullcrusher. Please tell me if I made any mistakes. Here he is: Thormek Skullcrusher: Male shield dwarf Fighter 3/Druid 9 of Silvanus; CR 12; Medium humanoid; HD 3d10+9 plus 9d8+27; hp 99; Init +1; Spd 20 ft.; AC 19, touch 14, flat-footed 18; Base Attack +9; Grp +12; Atk +16 melee (1d10+7/19-20, +4 impact greatclub); Full Atk +16/+11/+6/+1 melee (1d10+7/19-20, +4 impact greatclub); SQ animal companion, dwarf traits, link with companion, nature sense, resist nature's lure, share spells, trackless step, venom immunity, wild shape (Small, Medium, or Large animal 3/day), woodland stride; AL NG; SV Fort +12, Ref +7, Will +11; Str 16, Dex 12, Con 16, Int 12, Wis 18, Cha 14. Height 5 ft. 0 in. Skills and Feats: Climb +11, Concentration +11, Craft (metalworking) +4, Craft (stoneworking) +4, Handle Animal +11, Heal +10, Jump +11, Knowledge (nature) +9, Ride +9, Survival +10; Cleave, Endurance, Great Cleave, Lightning Reflexes, Power Attack, Weapon Focus (greatclub). Animal Companion: Thormek has Crusher, a male dire boar, as his animal companion. Dwarf Traits: Thormek has stability (+4 on ability checks to avoid being bull rushed or tripped when standing on the ground), weapon familiarity (dwarven waraxe and dwarven urgrosh are martial weapons), and stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth). He also has a +1 racial bonus on attack rolls against orcs and goblinoids; a +2 racial bonus on saves against spells and spell-like abilities; a +2 racial bonus on Fortitude saves against all poisons and a +4 dodge bonus against giants. In addition, Thormek has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (already figured into the statistics above). Link With Companion: Nature Sense (Ex): Thormek can identify plants and animals (their species and special traits) with perfect accuracy. He can determine whether water is safe to drink or dangerous. Resist Nature's Lure (Ex): Thormek has a +4 bonus on saving throws against the spell-like abilities of fey. Share Spells: Trackless Step (Ex): Thormek leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail Venom Immunity (Ex): Thormek is immune to all poisons. Wild Shape (Su): Once per day, Thormek can turn himself into a Small, Medium, or Large animal and back again. His options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal Thormek is familiar with. Thormek loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. Woodland Stride (Ex): Thormek can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed without taking any damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Druid Spells Prepared (7/5/5/4/3/1; save DC 14 + spell level): 0 -- create water, cure minor wounds (2), detect poison, know direction, mending, resistance; 1st -- calm animals, cure light wounds (2), longstrider, speak with animals; 2nd -- animal messenger, barkskin, heat metal, soften earth and stone, tree shape; 3rd -- cure moderate wounds (2), spike growth, stone shape; 4th -- cure serious wounds (2), spike stones; 5th -- stoneskin. Languages: Common, Dwarven, Terran. Possessions: Bluewood +4 impact greatclub, bluewood +2 leather armor, amulet of natural armor +4. Crusher, Thormek’s Animal Companion: Male dire boar; CR --; Large animal; HD 9d8+36; hp 75; Int +0, Speed 40 ft.; AC 18, touch 11, flatfooted 18; Base Atk +6; Grp +18; Atk +13 melee (1d8+13, gore); Full Atk +13/+8/+3 (1d8+13, gore); SA Ferocity; SQ evasion, lowlight vision, sent; AL N; SV Fort +9, Ref +7, Will +8; Str 28, Dex 11, Con 18, Int 2, Wis 13, Cha 8. Skills & Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will, Lightning Reflexes. Ferocity (Ex): Crusher is such a tenacious combatant that it continues to fight without penalty, even while disabled or dying. Evasion (Ex): If Crusher is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful save. Again, as with Valaria I am still not finished with Thormek yet. So please only tell me what I did wrong on the things I've done okay? Thanks. |
| Klyden11-10-03, 12:28 AM | Ummm, can anyone tell me if I made any mistakes so far? |
| Klyden11-10-03, 11:51 PM | Anyone? |
| kgiggles11-11-03, 02:18 PM | I didn`t see any mistakes, good work. I`m assuming these are characters you made up on your own? :D |
| Robot Ron11-11-03, 06:18 PM | Wow! I'm running a campaign in the Unapproachable East and these stats should be helpful. I don't see any big mistakes, but I'm not that attentive to the rules, so there might be some stuff I missed. Now Rotting Man has someone to fight... :) |
| Klyden11-12-03, 02:37 PM | Glad I could help!:) ;) :D |