Post by Rojito on May 3, 2007 10:38:26 GMT -5
Mellir
Half-Orc (Outsider)/Corpreal Ghost
Barbarian 11
Ability Scores:
STR: 21 +5 (14[base]+2[race]+1[level8])
DEX: 20 +5 (15[base]+1[4level])
CON: 16 +3 (16[base])
INT: 12 +1 (14[base]-2[race])
WIS: 10 (10[base])
CHA: 14 +2 (8[base]-2[race]+4[game]+4[template])
Saves:
Fort:10 (7[barb]+3[con])
Ref: 8 (3[barb]+5[dex])
Will: 3 (3[barb]+0[wis])
Stats:
HP: 165
AC: 18 (10[base]+3[dex]+5 armor)
BaB: 11/6/1
MAB: 16/11/6 (11[BaB]+5[str])
RAB: 16/11/6 (11[BaB]+5[dex])
SPD: 40 ft
Equipment:
Keen Falchion+1 +18/13/8 2d4+8 15-20/x2
Composite Longbow +3 +16/11/6 1d8+3
Gloves of Dex +4
Belt of Giant Strength +4
20 arrows
504.34 gp
Feats:+1
Power Attack
Cleave
Leadership
Weapon Focus Falcion
Skills:
Climb: 18 (14[rank]+5[str]-1[armor])
Jump: 18 (14[rank+5[str]-1[armor])
Survival: 14 (14[rank]+0[wis])
Craft (weaponsmithing): 15 (14[rank]+1[int])
Craft (Armorsmithing): 15 (14[rank]+1[int])
Special:
Darkvision: 60ft
Languages: Common, Orc, Draconic
Fast Movement: +10 base land speed
Illiteracy
Rage 3/day
Uncanny Dodge
Trapsense +3
Improved Uncanny Dodge
DR 2/-
Greater Rage
Frightful Moan
Telekinesis
Aura of Menace
Tounges
Magic Circle against Evil
Immunity to Electricity and Petrification
Teleport
+4 racial bonus vs poison
Aura of Menace (Su): A righteous aura surrounds you when you fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.
Darkvision out to 60 feet and low-light vision.
* Tongues (Su): You can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds you.
Immunity to electricity and petrification.
Teleport (Su): You can use greater teleport at will, as the spell (caster level 14th), except that you can transport only yourself and up to 50 pounds of objects.
+4 racial bonus on saves against poison.
Frightful Moan (Su) : A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Telekinesis (Su) : A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Mellir was a leader of a very succesfull orc tribe. His intelligence and ability to make armor and weapons for his tribe made them the fiercest in the area. His tribe fought wars against anyone who came near their land, and wars to gain more land. Quickly it became one of the largest tribes of Orcs in reported history.. that is what brought its downfall... Mellir doesn't know who it was who raided. He was away at the nearest human encampment learning more of armorsmithing. It couldn't have been these humans, they had made a pact for trade goods and safety... None the less Mellir went into a fit of rage when he found his entire clan slaughtered to an orc. He took it out on the encampment, running into the middle of it he wore his finest equipment and swore he would kill everyone who attacked his tribe! The folks, having known and befriended some of them understood what he was going through and showed him how that their small encampment could never do any harm to a tribe the size of his. Finally weeping and bowing to their wisdom he ran from the encampment, never to been seen near there again. Rumor runs that he still looks for those who killed his family, his tribe, his people!
Nod:
Size/Type: Small Outsider (Earth, Extraplanar)
Hit Dice: 69
Initiative: -1
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/3/+7/2
Attack: Claw +12/7 melee (1d3+4)
Full Attack: 2 claws +12/7 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +11, Ref +4, Will +10
Abilities:
Str 18
Dex 8
Con 16
Int 8
Wis 16
Cha 18
Skills:
Bluff +14,
Escape Artist +9,
Hide +13,
Diplomacy +10,
Disguise +8 (+10 acting),
Intimidate +10,
Listen +12,
Move Silently +9,
Spot +12,
Use Rope -1 (+1 with bindings),
Knowledge Religeon +10,
Knowledge (The Planes) +10
Feats:
Power Attack,
Toughness,
Improved Turning
Improved Unarmed Strike
Environment: Elemental Plane of Earth
Languages:
Common
Terran.
Combat
Breath Weapon (Su)
15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 14 half.
Spell-Like Abilities
1/day—soften earth and stone. Caster level 6th.
Change Size (Sp)
Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing (Ex)
An earth mephit heals only if it is underground or buried up to its waist in earth.
Rebuke Undead
7/day
This cohort rebukes or commands undead as a eigth level cleric.
Spontaneous Casting
It's a bit of a bend to the rules, but given the circumstances we'll say that your cohort can trade in a prepared spell for an inflict wounds spell instead of a cure wounds spell.
Domains:
Earth
Death
Spells per day
0-6
-Create Water
-Cure Minor Wounds
-Detect Magic
-Light
-Read Magic
-Guidance
1-4+ 1 Domain
-Bless
-Cure Light wounds
-Divine Favor
-Protection from Chaos
-Cause Fear
2-3+ 1 Domain
-Bull's Strength
-Cure Moderate Wounds
-Consecrate
-Death Knell
3-2+ 1 Domain
-Dispel Magic
-Magic Circle Chaos
-Animate Dead
4-1+1
-Divine Power
-Death Ward
Half-Orc (Outsider)/Corpreal Ghost
Barbarian 11
Ability Scores:
STR: 21 +5 (14[base]+2[race]+1[level8])
DEX: 20 +5 (15[base]+1[4level])
CON: 16 +3 (16[base])
INT: 12 +1 (14[base]-2[race])
WIS: 10 (10[base])
CHA: 14 +2 (8[base]-2[race]+4[game]+4[template])
Saves:
Fort:10 (7[barb]+3[con])
Ref: 8 (3[barb]+5[dex])
Will: 3 (3[barb]+0[wis])
Stats:
HP: 165
AC: 18 (10[base]+3[dex]+5 armor)
BaB: 11/6/1
MAB: 16/11/6 (11[BaB]+5[str])
RAB: 16/11/6 (11[BaB]+5[dex])
SPD: 40 ft
Equipment:
Keen Falchion+1 +18/13/8 2d4+8 15-20/x2
Composite Longbow +3 +16/11/6 1d8+3
Gloves of Dex +4
Belt of Giant Strength +4
20 arrows
504.34 gp
Feats:+1
Power Attack
Cleave
Leadership
Weapon Focus Falcion
Skills:
Climb: 18 (14[rank]+5[str]-1[armor])
Jump: 18 (14[rank+5[str]-1[armor])
Survival: 14 (14[rank]+0[wis])
Craft (weaponsmithing): 15 (14[rank]+1[int])
Craft (Armorsmithing): 15 (14[rank]+1[int])
Special:
Darkvision: 60ft
Languages: Common, Orc, Draconic
Fast Movement: +10 base land speed
Illiteracy
Rage 3/day
Uncanny Dodge
Trapsense +3
Improved Uncanny Dodge
DR 2/-
Greater Rage
Frightful Moan
Telekinesis
Aura of Menace
Tounges
Magic Circle against Evil
Immunity to Electricity and Petrification
Teleport
+4 racial bonus vs poison
Aura of Menace (Su): A righteous aura surrounds you when you fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.
Darkvision out to 60 feet and low-light vision.
* Tongues (Su): You can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds you.
Immunity to electricity and petrification.
Teleport (Su): You can use greater teleport at will, as the spell (caster level 14th), except that you can transport only yourself and up to 50 pounds of objects.
+4 racial bonus on saves against poison.
Frightful Moan (Su) : A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Telekinesis (Su) : A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Mellir was a leader of a very succesfull orc tribe. His intelligence and ability to make armor and weapons for his tribe made them the fiercest in the area. His tribe fought wars against anyone who came near their land, and wars to gain more land. Quickly it became one of the largest tribes of Orcs in reported history.. that is what brought its downfall... Mellir doesn't know who it was who raided. He was away at the nearest human encampment learning more of armorsmithing. It couldn't have been these humans, they had made a pact for trade goods and safety... None the less Mellir went into a fit of rage when he found his entire clan slaughtered to an orc. He took it out on the encampment, running into the middle of it he wore his finest equipment and swore he would kill everyone who attacked his tribe! The folks, having known and befriended some of them understood what he was going through and showed him how that their small encampment could never do any harm to a tribe the size of his. Finally weeping and bowing to their wisdom he ran from the encampment, never to been seen near there again. Rumor runs that he still looks for those who killed his family, his tribe, his people!
Nod:
Size/Type: Small Outsider (Earth, Extraplanar)
Hit Dice: 69
Initiative: -1
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/3/+7/2
Attack: Claw +12/7 melee (1d3+4)
Full Attack: 2 claws +12/7 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +11, Ref +4, Will +10
Abilities:
Str 18
Dex 8
Con 16
Int 8
Wis 16
Cha 18
Skills:
Bluff +14,
Escape Artist +9,
Hide +13,
Diplomacy +10,
Disguise +8 (+10 acting),
Intimidate +10,
Listen +12,
Move Silently +9,
Spot +12,
Use Rope -1 (+1 with bindings),
Knowledge Religeon +10,
Knowledge (The Planes) +10
Feats:
Power Attack,
Toughness,
Improved Turning
Improved Unarmed Strike
Environment: Elemental Plane of Earth
Languages:
Common
Terran.
Combat
Breath Weapon (Su)
15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 14 half.
Spell-Like Abilities
1/day—soften earth and stone. Caster level 6th.
Change Size (Sp)
Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing (Ex)
An earth mephit heals only if it is underground or buried up to its waist in earth.
Rebuke Undead
7/day
This cohort rebukes or commands undead as a eigth level cleric.
Spontaneous Casting
It's a bit of a bend to the rules, but given the circumstances we'll say that your cohort can trade in a prepared spell for an inflict wounds spell instead of a cure wounds spell.
Domains:
Earth
Death
Spells per day
0-6
-Create Water
-Cure Minor Wounds
-Detect Magic
-Light
-Read Magic
-Guidance
1-4+ 1 Domain
-Bless
-Cure Light wounds
-Divine Favor
-Protection from Chaos
-Cause Fear
2-3+ 1 Domain
-Bull's Strength
-Cure Moderate Wounds
-Consecrate
-Death Knell
3-2+ 1 Domain
-Dispel Magic
-Magic Circle Chaos
-Animate Dead
4-1+1
-Divine Power
-Death Ward