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 Forest Fire! (DT)

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Thunderscreamer
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PostSubject: Forest Fire! (DT)   Wed Mar 21, 2012 3:52 pm

You know, the funny thing was I didn't think about the whole Fires part of Fires of Creation when I made this character. And I admit it. I was very spontaneous in the race department, but I am very happy with it. <> signifies my original roll. Also, WIP technically.
Okay, I've just looked over the states on the character and, well, dang.

Slyvus Ignus

Male Werebear Half-Fire Elemental Forestlord Elf Wilderness Rogue 7
Lawful Good
Representing Thunderscreamer

Strength 16 (+3) <16>
Dexterity 24 (+7) <17>
Constitution 11 (+0) <13>
Intelligence 20 (+5) <18>
Wisdom 18 (+4) <16>
Charisma 16 (+3) <14>

Size: Medium
Height: 5' 0"
Weight: 90 lb
Skin: Pale Green
Eyes: Amber, and seemingly glowing like a hot coal
Hair: Dark Red-Brown (nearly black) Wavy; Beardless
Age: 98 (14ish in Elf years though)

Total Hit Points: 72 [includes 45 for lycanthropy]

Speed: 40 feet [quick]

Armor Class: 19 = 10 +2 [leather] +1 [light wooden] +6 [dexterity in armor] -1 [vulnerable] +1 [half-fire elemental]

Touch AC: 15
Flat-footed: 19 [uncanny dodge]

Initiative modifier: +2 = +7 [dexterity] +1 [fire heritage] -6 [unreactive]
Fortitude save: +7 = 7 [base]
Reflex save: +19 = 10 [base] +7 [dexterity] +2 [lightning reflexes]
Will save: +13 = 7 [base] +4 [wisdom] +2 [iron will]
Attack (handheld): +12/+7 = 9 [base] +3 [strength]
Attack (unarmed): +12/+7 = 9 [base] +3 [strength]
Attack (missile): +16/+11 = 9 [base] +7 [dexterity]
Grapple check: +12/+7 = 9 [base] +3 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages: Aquan Common Lupin Dwarven Elven Dark_Elf_Silent Gnoll Gnome Goblin Orc Sylvan Undercommon

Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]

Feats:

Iron Will
Lightning Reflexes
Martial Weapon Proficiency Weapon:
Run
Shield Proficiency
Fire Heritage
Unreactive [flaw]
Vulnerable [flaw]
Spell Focus (Evocation)
Stealthy
Track

Traits:

Absent-Minded
Easygoing
Quick

Skills
Ranks

Appraise Int 6 =
+5
+1
Balance Dex* 12 =
+7
+5
Bluff Cha 3 =
+3

Climb Str* 8 =
+3
+5
Concentration Con 0 =
+0

Craft_1 Int 8 =
+5
+3
Craft_2 Int 8 =
+5
+3
Craft_3 Int 8 =
+5
+3
Decipher Script Int 10 =
+5
+5
Diplomacy Cha 3 =
+3

Disable Device Int 11 =
+5
+6
Disguise Cha 7 =
+3
+4
Escape Artist Dex* 12 =
+7
+5
Forgery Int 6 =
+5
+1
Gather Information Cha 6 =
+3
+2 [know local] +1 [easygoing]
Handle Animal Cha 7 =
+3
+4
Heal Wis 4 =
+4

Hide Dex* 18 =
+7
+9 +2 [stealthy]
Intimidate Cha 2 =
+3
-1 [easygoing]
Jump Str* 17 =
+3
+10 +4 [speed 40]
Knowledge (arcana) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (dungeoneering) Int 8 =
+5
+2 +1 [absent-minded]
Knowledge (geography) Int 10 =
+5
+4 +1 [absent-minded]
Knowledge (history) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (local) Int 11 =
+5
+5 +1 [absent-minded]
Knowledge (nature) Int 10 =
+5
+4 +1 [absent-minded]
Knowledge (nobility) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (religion) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (planes) Int 7 =
+5
+1 +1 [absent-minded]
Listen Wis 10 =
+4
+5 +2 [elf] -1 [absent-minded]
Move Silently Dex* 16 =
+7
+7 +2 [stealthy]
Open Lock Dex 12 =
+7
+5
Perform_1 Cha 4 =
+3
+1
Perform_2 Cha 4 =
+3
+1
Perform_3 Cha 4 =
+3
+1
Perform_4 Cha 4 =
+3
+1
Perform_5 Cha 4 =
+3
+1
Profession Wis 6 =
+4
+2
Ride Dex 9 =
+7
+2
Search Int 12 =
+5
+5 +2 [elf]
Sense Motive Wis 3 =
+4
-1 [easygoing]
Sleight of Hand Dex* 12 =
+7
+5
Spellcraft Int 8 =
+5
+3
Spot Wis 10 =
+4
+5 +2 [elf] -1 [absent-minded]
Survival Wis 7 =
+4
+3
Swim Str** 3 =
+3

Tumble Dex* 11 =
+7
+2 +2 [jump]
Use Magic Device Cha 8 =
+3
+5
Use Rope Dex 12 =
+7
+5
Use
psi device Cha 5 =
+3
+2
Control Shape Wis 4 =
4
+0

* = check penalty for wearing armor

This character also has 5 ranks in Speak Languages.
Decipher Script >=5 ranks gives +2 on use magic device checks involving scrolls.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Search >=5 ranks gives +2 on survival checks while tracking.
Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls.
Use Rope >=5 ranks gives +2 on climb checks involving ropes.
Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

Forestlord Elf:

Immune to magical sleep

Low-light vision

Treewalk

Forestlord pact with green dragons

Dragonblooded subtype

+2 racial bonus on listen, search, and spot checks

Notice secret doors

Werebear:

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 bear's move is 40 feet.

Transforming to werebear or hybrid gives +16 strength, +2 dexterity, +8 constitution.

Increased strength gives +8 to hit and damage and on grapples, as well as strength checks.

Increased dexterity gives +1 on initiative and reflex saves, as well as dexterity checks.

Increased constitution gives +4 on fortitude saves, as well as constitution checks.

Unless the base creature is also large, the bear's large size gives an extra +4 on grapples.

In bear form, +4 on swimming.

Two claw attacks 1d8+strength bonus, and one bite at -5 for 2d8+half strength bonus

Swim, listen, search, and spot are class skills.

Free "Track" feat according to system reference documents.

Half-Fire Elemental Template:

+4 dexterity, +2 intelligence, +2 charisma

Outsider (fire)

Darkvision 60 feet

Level adjustment +3

Immune to disease and fire

Daily spell use

Wilderness Rogue:

Sneak Attack +4d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level Cool

Special Abilities (choices begin at 10th level)

Class HP rolled
Level 1: Rogue 5
Level 2: Rogue 5
Level 3: Rogue 1
Level 4: Rogue 4 +1 to dexterity
Level 5: Rogue 3
Level 6: Rogue 5
Level 7: Rogue 4


Slyvus Ignus's Equipment:
26lbs Weapons / Armor / Shield (from above)
3lbs Arrows (quiver of 20) x1
2lbs Backpack
0lb Bell
6lbs Blanket, winter x2
0lb Bottle
1lb Case (for map or scroll)
0lb Flint and steel
4lbs Grappling hook
0lb Ink vial
0lb Ink pen
0lb Paper sheets x3
0lb Signal whistle
1lb Soap
1lb Spyglass
3lbs Torches x3
0lb Holy symbol (wooden)
1lb Thieves' tools

Total
48lbs

More about Slyvus Ignus: From looking at his past, you would think Sylvus was a man of great pain. His mother was a creature of the forest and his father
was a golum of the element that could destroy the forest with the lightest spark. He is a child of two things that should never have been made one, and this seemed to be proven when the fire elemental left his mother not long after her people kicked her out. When he was barely old enough to remember anything, his mother passed away. Her long time friend Hannibal took Sylvus into his family as one of his own. Hannibal, however, was no ordinary human. He was a special kind of lycanthrope known as the werebear, and taking Sylvus into his family was more along the lines making a young cub part of a small pack. They treated him more like a trooper then a son, and Hannibal a leader, not a father. Throughout all his life from his consummation to his adoption it would seem Hannibal received a shorter end of the stick. He lived a life being hardened event after event from birth to now, and of coarse he would be the most depressed emo kid in the land, right?

If you believed that for a second after meeting him you'd be far more naive than he is.

The truth is, you can't have two creatures like that come together without any physical damages. Sylvus was very lucky. He only got it in one place: his brain. Luckier still it only damaged one part of his brain: the part controlling negative emotion. Sylvus has a very hard time feeling bad about anything (though not quite impossible, but even if he does feel negative emotion, it is almost always minimal). The effects of this is that Sylvus is the most trusting, kind, and optimistic being you will probably ever meet.


Last edited by Thunderscreamer on Thu Mar 29, 2012 8:08 am; edited 2 times in total
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Hiro
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PostSubject: Re: Forest Fire! (DT)   Wed Mar 21, 2012 11:54 pm

Hrnnn...Well...I guess I can live with the Werebear/Half-Fire-Elemental(its easy enough to work with what's been thought out for the campaign), but the ForestLord thing is what's making me iffy, mostly because of the dragons and stuff. That part I'm gonna have to say no.
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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 2:34 am

You may want to reconsider the age a little too. Unless Hiro's using custom aging, that makes you the elven equivalent of an eight year old human, physically and mentally speaking. A young adult (the equivalent of a 16 year old human) is somewhere in the region of 110 for elves. Just saying, yah know?

Although that's a nicer balance of skills, I have to admit.

Also, thought I'd post up the list for half-fire elemental spell-like abilities, incase you don't already have it. =P
(They're all once per day, and you can use any up to your current HD. Which is basically your current level in this case)

HD -------- Ability
1-2 ------- Burning Hands
3-4 ------- Produce Flame
5-6 ------- Flaming Sphere
7-8 ------- Wall of Fire
9-10 ----- Fire Shield
11-12 ---- Fire Seeds
13-14 ---- Fire Storm
15-16 ---- Incendiary Clouds
17-18 ---- Elemental Swarm
19+ ------ Plane Shift

Hope that's useful.
Also, Zak told me you were gonna play a bard. For a minute, I was absolutely terrified. =P

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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 8:34 am

What's wrong with the dragon pacts?
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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 8:45 am

Leeeeets just say dragons are rather...Different in this world and leave it at that for now. Rather not spoil too much just yet.
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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 8:50 am

Well, to be fair Sylvus has never seen a dragon before in his life. The closest he's ever come to dragons before in his life was his mother, so his previous experience wouldn't interfere with your plot.
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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 9:04 am

I imagine what he's implying is more that dragons basically have a different set of powers, so you would inherit a different set of powers, and he doesn't want to give those kind of spoilers. To put it as simply as possible.

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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 9:11 am

Nonono, I mean they dont really appear above ground much at all, and...Well...When they do, the earth breaks apart. I know I should've already put that into the topic itself, but when I was typing it up I was at a Cracker Barrel and really mostly wanted to get the thing finished before the phone I was typing it on crashed stuff. So it is my fault, but still...All of its other abilities are fine, and I'll be happy to offer you some form of freebies instead(extra feats or racial abilities, I suppose?), but the pact and dragonblood aren't possible.
Aaaand Dylan is kinda right, yes. Not entirely, but that is correct.
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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 9:13 am

So I can have it, it just needs some editing?
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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 9:14 am

I had a rough idea of what was actually the case from talking to Orga, but that was the closest thing I could say without giving spoilers. =P

Wait, can I call dragonborn and get free stuff too? =P

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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 9:21 am

Er...No...Im saying you can have something in their place. Like a free feat or something(of your choosing and/or making).
And no, because you already know this stuff and have no such excuse. Razz
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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 9:22 am

Dammit! No fair! =P

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PostSubject: Re: Forest Fire! (DT)   Thu Mar 22, 2012 10:55 am

Well, actually what I meant was make forest lord dryadic rather than Draconian and change the two dragon feats to appropriate alternatives.

But, yeah, the character's character is based on the elements of forest and fire, so if I have to give one up, the whole thing is going.
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PostSubject: Re: Forest Fire! (DT)   Fri Mar 23, 2012 12:23 pm

Also, just to clarify, when I said give up in the previous post i was referring to race. I'd still be an inteligent rougue character with super knowlage and everything.
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PostSubject: Re: Forest Fire! (DT)   Fri Mar 23, 2012 12:30 pm

And horrible spelling, if you're anything to go by.
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PostSubject: Re: Forest Fire! (DT)   Fri Mar 23, 2012 12:34 pm

^More sassy than sassafras^

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PostSubject: Re: Forest Fire! (DT)   Fri Mar 23, 2012 12:40 pm

Zak, don't you know that's the old inglish spelling of rouge?
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PostSubject: Re: Forest Fire! (DT)   Fri Mar 23, 2012 12:42 pm

The... old English spelling of the French word for red? =P

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PostSubject: Re: Forest Fire! (DT)   Fri Mar 23, 2012 12:44 pm

(Joke Dylan. Joke =P)

As you can probably tell I am forced to do something no man should ever have the misfortune of doing: using Internet Explorer!
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PostSubject: Re: Forest Fire! (DT)   Fri Mar 23, 2012 12:47 pm

*Cringes*
That... why would you do that?

...
Wait, are you saying it's okay for girls to use IE? Sexist. =P

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PostSubject: Re: Forest Fire! (DT)   Sun Mar 25, 2012 2:07 am

Let me rephrase that: no man, woman, child, or being of any other kind!
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PostSubject: Re: Forest Fire! (DT)   Sun Mar 25, 2012 3:11 am

A new edit: Forestlord elves are elves that had an early run in with the dryads. They were originally a group of grey elves that were in somewhat of a struggle for land. They wanted to cut down some area for farmland, and the dryads would be killed int he process. The dryads, however, had a trick up their sleves. They cursed the grey elves, trying to turn them into dryads themselves. This worked, but not as well as they had hoped. They were turned into a new elven race, a race of green skinned elves who seemd much like dryads in ability. They would forever be known as the forestlord elves.

I don't know how much you like the lore, but you can change it if you want. All I'm asking for is the end effect, and I'm changing the dragon-based feats to dryad-appropriate abilities.


Slyvus Ignus

Male Werebear Half-Fire Elemental Forestlord Elf Wilderness Rogue 7
Lawful Good
Representing Thunderscreamer


Strength 16 (+3) <16>
Dexterity 24 (+7) <17>
Constitution 11 (+0) <13>
Intelligence 20 (+5) <18>
Wisdom 18 (+4) <16>
Charisma 16 (+3) <14>

Size: Medium
Height: 5' 0"
Weight: 90 lb
Skin: Pale Green
Eyes: Amber, and seemingly glowing like a hot coal
Hair: Dark Green (nearly black) Wavy; Beardless
Age: 99 (14ish in Elf years though)

Total Hit Points: 72 [includes 45 for lycanthropy]

Speed: 40 feet [quick]

Armor Class: 19 = 10 +2 [leather] +1 [light wooden] +6 [dexterity in armor] -1 [vulnerable] +1 [half-fire elemental]

Touch AC: 15
Flat-footed: 19 [uncanny dodge]

Initiative modifier: +2 = +7 [dexterity] +1 [fire heritage] -6 [unreactive]
Fortitude save: +7 = 7 [base]
Reflex save: +19 = 10 [base] +7 [dexterity] +2 [lightning reflexes]
Will save: +13 = 7 [base] +4 [wisdom] +2 [iron will]
Attack (handheld): +12/+7 = 9 [base] +3 [strength]
Attack (unarmed): +12/+7 = 9 [base] +3 [strength]
Attack (missile): +16/+11 = 9 [base] +7 [dexterity]
Grapple check: +12/+7 = 9 [base] +3 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages: Aquan Common Lupin Dwarven Elven Dark_Elf_Silent Gnoll Gnome Goblin Orc Sylvan Undercommon

Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]

Feats:

Iron Will
Lightning Reflexes
Martial Weapon Proficiency Weapon:
Run
Shield Proficiency
Fire Heritage
Unreactive [flaw]
Vulnerable [flaw]
Spell Focus (Evocation)
Stealthy
Track

Traits:

Absent-Minded
Easygoing
Quick

Skills
Ranks

Appraise Int 6 =
+5
+1
Balance Dex* 12 =
+7
+5
Bluff Cha 3 =
+3

Climb Str* 8 =
+3
+5
Concentration Con 0 =
+0

Craft_1 Int 8 =
+5
+3
Craft_2 Int 8 =
+5
+3
Craft_3 Int 8 =
+5
+3
Decipher Script Int 10 =
+5
+5
Diplomacy Cha 3 =
+3

Disable Device Int 11 =
+5
+6
Disguise Cha 7 =
+3
+4
Escape Artist Dex* 12 =
+7
+5
Forgery Int 6 =
+5
+1
Gather Information Cha 6 =
+3
+2 [know local] +1 [easygoing]
Handle Animal Cha 7 =
+3
+4
Heal Wis 4 =
+4

Hide Dex* 18 =
+7
+9 +2 [stealthy]
Intimidate Cha 2 =
+3
-1 [easygoing]
Jump Str* 17 =
+3
+10 +4 [speed 40]
Knowledge (arcana) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (dungeoneering) Int 8 =
+5
+2 +1 [absent-minded]
Knowledge (geography) Int 10 =
+5
+4 +1 [absent-minded]
Knowledge (history) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (local) Int 11 =
+5
+5 +1 [absent-minded]
Knowledge (nature) Int 10 =
+5
+4 +1 [absent-minded]
Knowledge (nobility) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (religion) Int 7 =
+5
+1 +1 [absent-minded]
Knowledge (planes) Int 7 =
+5
+1 +1 [absent-minded]
Listen Wis 10 =
+4
+5 +2 [elf] -1 [absent-minded]
Move Silently Dex* 16 =
+7
+7 +2 [stealthy]
Open Lock Dex 12 =
+7
+5
Perform_1 Cha 4 =
+3
+1
Perform_2 Cha 4 =
+3
+1
Perform_3 Cha 4 =
+3
+1
Perform_4 Cha 4 =
+3
+1
Perform_5 Cha 4 =
+3
+1
Profession Wis 6 =
+4
+2
Ride Dex 9 =
+7
+2
Search Int 12 =
+5
+5 +2 [elf]
Sense Motive Wis 3 =
+4
-1 [easygoing]
Sleight of Hand Dex* 12 =
+7
+5
Spellcraft Int 8 =
+5
+3
Spot Wis 10 =
+4
+5 +2 [elf] -1 [absent-minded]
Survival Wis 7 =
+4
+3
Swim Str** 3 =
+3

Tumble Dex* 11 =
+7
+2 +2 [jump]
Use Magic Device Cha 8 =
+3
+5
Use Rope Dex 12 =
+7
+5
Use
psi device Cha 5 =
+3
+2
Control Shape Wis 4 =
4
+0

* = check penalty for wearing armor

This character also has 5 ranks in Speak Languages.
Decipher Script >=5 ranks gives +2 on use magic device checks involving scrolls.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Search >=5 ranks gives +2 on survival checks while tracking.
Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls.
Use Rope >=5 ranks gives +2 on climb checks involving ropes.
Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

Forestlord Elf:

Immune to magical sleep

Low-light vision

Treewalk

Speak with Animals

Speak with Plants

+2 racial bonus on listen, search, and spot checks

Notice secret doors

Werebear:

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 bear's move is 40 feet.

Transforming to werebear or hybrid gives +16 strength, +2 dexterity, +8 constitution.

Increased strength gives +8 to hit and damage and on grapples, as well as strength checks.

Increased dexterity gives +1 on initiative and reflex saves, as well as dexterity checks.

Increased constitution gives +4 on fortitude saves, as well as constitution checks.

Unless the base creature is also large, the bear's large size gives an extra +4 on grapples.

In bear form, +4 on swimming.

Two claw attacks 1d8+strength bonus, and one bite at -5 for 2d8+half strength bonus

Swim, listen, search, and spot are class skills.

Free "Track" feat according to system reference documents.

Half-Fire Elemental Template:

+4 dexterity, +2 intelligence, +2 charisma

Outsider (fire)

Darkvision 60 feet

Level adjustment +3

Immune to disease and fire

Daily spell use

Wilderness Rogue:

Sneak Attack +4d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level Cool

Special Abilities (choices begin at 10th level)

Class HP rolled
Level 1: Rogue 5
Level 2: Rogue 5
Level 3: Rogue 1
Level 4: Rogue 4 +1 to dexterity
Level 5: Rogue 3
Level 6: Rogue 5
Level 7: Rogue 4

Spell-like abilities
1-2 ------- Burning Hands
3-4 ------- Produce Flame
5-6 ------- Flaming Sphere
7-8 ------- Wall of Fire
9-10 ----- Fire Shield
11-12 ---- Fire Seeds
13-14 ---- Fire Storm
15-16 ---- Incendiary Clouds
17-18 ---- Elemental Swarm
19+ ------ Plane Shift


Slyvus Ignus's Equipment:
26lbs Weapons / Armor / Shield (from above)
3lbs Arrows (quiver of 20) x1
2lbs Backpack
0lb Bell
6lbs Blanket, winter x2
0lb Bottle
1lb Case (for map or scroll)
0lb Flint and steel
4lbs Grappling hook
0lb Ink vial
0lb Ink pen
0lb Paper sheets x3
0lb Signal whistle
1lb Soap
1lb Spyglass
3lbs Torches x3
0lb Holy symbol (wooden)
1lb Thieves' tools

Total
48lbs

More about Slyvus Ignus: From looking at his past, you would think Sylvus was a man of great pain. His mother was a creature of the forest and his father
was a golum of the element that could destroy the forest with the lightest spark. He is a child of two things that should never have been made one, and this seemed to be proven when the fire elemental left his mother not long after her people kicked her out. When he was barely old enough to remember anything, his mother passed away. Her long time friend Hannibal took Sylvus into his family as one of his own. Hannibal, however, was no ordinary human. He was a special kind of lycanthrope known as the werebear, and taking Sylvus into his family was more along the lines making a young cub part of a small pack. They treated him more like a trooper then a son, and Hannibal a leader, not a father. Throughout all his life from his consummation to his adoption it would seem Hannibal received a shorter end of the stick. He lived a life being hardened event after event from birth to now, and of coarse he would be the most depressed emo kid in the land, right?

If you believed that for a second after meeting him you'd be far more naive than he is.

The truth is, you can't have two creatures like that come together without any physical damages. Sylvus was very lucky. He only got it in one place: his brain. Luckier still it only damaged one part of his brain: the part controlling negative emotion. Sylvus has a very hard time feeling bad about anything (though not quite impossible, but even if he does feel negative emotion, it is almost always minimal). The effects of this is that Sylvus is the most trusting, kind, and optimistic being you will probably ever meet.
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Thunderscreamer
Dylan Ate My Babies!
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PostSubject: Re: Forest Fire! (DT)   Sun Mar 25, 2012 4:21 am

How do the spells work, Dylan. Do I pick one per day (assuming I have reached that level)?
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Swiftyuki was here.
Swiftyuki was here.
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Location : Lurking in the shadows.

PostSubject: Re: Forest Fire! (DT)   Sun Mar 25, 2012 4:44 am

Don't quote me on the subject, I don't have a templates guide, but I think you get one of each up to your current HD (so seven in your case). I think. You might only get the one applicable to your HD. Ask Jeebus, he may know. Or, failing that, ask for a DM decision on the subject.

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