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 Fah-Shing, the angellic half-orc werewolf.

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Sir Orgadude of Awesomton
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PostSubject: Fah-Shing, the angellic half-orc werewolf.   Wed Dec 07, 2011 6:39 pm

Cont. URDND

Fah-Shing the Common-Sensed
Male Werewolf Half-Celestial Half-Orc Fighter 5
Neutral Good
Representing Orga

Strength 22 (+6)
Dexterity 17 (+3)
Constitution 20 (+5)
Intelligence 15 (+2)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 6' 2"
Weight: 430 lb
Skin: Gray
Eyes: Silver
Hair: Black; Thick Beard / Hirsute
Total Hit Points: 80 [includes 22 for lycanthropy]

Speed: 30 feet [armor] [quick]

Armor Class: 19 = 10 +5 [breastplate] +3 [dexterity] +1 [half-celestial]

Touch AC: 13
Flat-footed: 16
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +12 = 7 [base] +5 [constitution]
Reflex save: +9 = 4 [base] +3 [dexterity] +2 [lightning reflexes]
Will save: +10 = 4 [base] +4 [wisdom] +2 [iron will]
Attack (handheld): +12/+7 = 6 [base] +6 [strength]
Attack (unarmed): +12/+7 = 6 [base] +6 [strength]
Attack (missile): +9/+4 = 6 [base] +3 [dexterity]
Grapple check: +12/+7 = 6 [base] +6 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
173 lb. or less
174-346 lb.
347-520 lb.
520 lb.
1040 lb.
2600 lb.

Languages: Abyssal Common Goblin Orc

Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]

Two-bladed Sword [1d8/1d8, crit 19-20/x2, 10 lb., two-handed, slashing]

Pistol [1d10, crit x3, range incr 50 ft, 3 lb, piercing]

Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]

Feats:

Alertness
Exotic Weapon Proficiency Weapon:
Iron Will
Lightning Reflexes
Power Attack
Improved Bull Rush
Self-Sufficient
Track
Traits:

Dishonest
Quick
Stout
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 2 =
+2
Balance Dex* 3 =
+3
Bluff Cha 5 =
+1
+3 +1 [dishonest]
Climb Str* 6 =
+6
Concentration Con 5 =
+5
Craft_1 Int 2 =
+2
Craft_2 Int 2 =
+2
Craft_3 Int 2 =
+2
Diplomacy Cha -1 =
+1
-2 [dishonest]
Disguise Cha 1 =
+1
Escape Artist Dex* 2 =
+3
-1 [stout]
Forgery Int 2 =
+2
Gather Information Cha 1 =
+1
Heal Wis 6 =
+4
+2 [self-sufficient]
Hide Dex* 3 =
+3
Intimidate Cha 7 =
+1
+6
Jump Str* 9 =
+6
+3
Listen Wis 11 =
+4
+5 +2 [alertness]
Move Silently Dex* 3 =
+3
Perform_1 Cha 1 =
+1
Perform_2 Cha 1 =
+1
Perform_3 Cha 1 =
+1
Perform_4 Cha 1 =
+1
Perform_5 Cha 1 =
+1
Ride Dex 3 =
+3
Search Int 2 =
+2
Sense Motive Wis 4 =
+4
Spot Wis 14 =
+4
+8 +2 [alertness]
Survival Wis 6 =
+4
+2 [self-sufficient]
Swim Str** 10 =
+6
+4
Use Rope Dex 3 =
+3
Control Shape Wis 12 =
4
+8
* = check penalty for wearing armor

Stout trait: +2 on strength checks to avoid being overrun / bullrushed.

Half-Orc:

+2 strength / -2 intelligence / -2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Werewolf:
Lycanthropes gain the shapechanger subtype

Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal.

Lycanthropy imparts +2 wisdom (already included)

Changing form is a standard action.

Communicates with normal and dire forms of the base animal.

Low-light vision and scent.

Free "Iron Will" feat.

There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal.

Keeps racial bonuses to skills for both creature and base animal.

Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form.

Feats are awarded combining the animal and base creature's levels.

Natural armor class bonus increases by +2 in humanoid form.

Natural armor class in hybrid form is human or animal, whichever is better.

Size in hybrid form is the larger of the base creature and base animal.

Has the base creature's speed in hybrid form.

Hybrid form has a bite and two claw attacks.

Hybrid form can cast spells so long as they do not have a verbal component.

Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.)

Natural lycanthropes in hybrid and animal form have damage reduction 10/silver.

Afflicted lycanthropes in hybrid and animal form have damage reduction 5/silver.

The wolf's move is 40 feet.

Transforming to werewolf or hybrid gives +2 strength, +4 dexterity, +4 constitution.

Increased strength gives +1 to hit and damage and on grapples, as well as strength checks.

Increased dexterity gives +2 on initiative and reflex saves, as well as dexterity checks.

Increased constitution gives +2 on fortitude saves, as well as constitution checks.

In wolf form, can try to trip on a successful bite.

Two claw attacks 1d4+strength bonus, and one bite at -5 for 1d6+half strength bonus

Hide, listen, move silently, search, spot, survival are class skills.

Free "Track" feat according to system reference documents. +4 when able to use scent.

Half-Celestial Template:
+4 strength, +2 dexterity, +4 constitution, +2 intelligence, +4 wisdom, +4 charisma

Outsider (native)

Feathered wings allow flying at double the base speed

Darkvision to 60 feet

Spells

Smite evil

Spell resistance 10+HD (maximum 35)

Damage reduction

Acid, cold, electricity resistance 10

+4 on saves vs. poison

+4 effective character level

Fighter:
Bonus Feats (already included)

Class HP rolled
Level 1: Fighter 9
Level 2: Fighter 7
Level 3: Fighter 3
Level 4: Fighter 8 +1 to intelligence
Level 5: Fighter 6

Fah-Shing's Equipment:

45 lb
2 lb
2 lb

5 lb
4 lb
2 lb
10 lb
8 lb
_____
78 lb Weapons / Armor / Shield (from above)
Bullets (10) x1
Backpack
Bottle
Crowbar
Grappling hook
Hammer
Rope (50', hempen) x1
Spade / shovel

Total

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