Post by sageaqua on May 10, 2012 22:07:27 GMT -5
Ka'lion
Ka'lion
Male Human Barbarian 1 / Druid 5 / Wizard 1 / shapechanger 1
True Neutral
Strength 12 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: 6' 5"
Weight: 195 lb
Skin:
Eyes:
Hair:
Total Hit Points: 51
Speed: 40 feet [barbarian]
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12 +4 bracers
Flat-footed: 10
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +9 = 8 [base] +1 [constitution]
Reflex save: +7 = 3 [base] +2 [dexterity] +2 [lightning reflexes]
Will save: +9 = 8 [base] +1 [wisdom]
Attack (handheld): +6 = 5 [base] +1 [strength]
Attack (unarmed): +6 = 5 [base] +1 [strength]
Attack (missile): +7 = 5 [base] +2 [dexterity]
Grapple check: +6 = 5 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Draconic Druidic Hengeyokai Spiritfolk Sylvan
No familiar yet
Feats:
Improved Initiative
Lightning Reflexes
Track
Scribe Scroll [free to wizard]
Extend Spell
Bladeproof skin feat, if you want it (DR 3/bludgeoning and an armour check penalty of -2 that stacks with armour
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 4 =
+4
Balance Dex* 2 =
+2
Bluff Cha -1 =
-1
Climb Str* 5 =
+1
+4
Concentration Con 1 =
+1+11
Craft_1 Int 4 =
+4
Craft_2 Int 4 =
+4
Craft_3 Int 4 =
+4
Diplomacy Cha 10 =
-1
+11
Disguise Cha -1 =
-1
Escape Artist Dex* 2 =
+2
Forgery Int 4 =
+4
Gather Information Cha -1 =
-1
Handle Animal Cha 4 =
-1
+5
Heal Wis 6 =
+1
+5
Hide Dex* 2 =
+2
Intimidate Cha -1 =
-1
Jump Str* 10 =
+1
+5 +4 [speed 40]
Knowledge (arcana) Int 15 =
+4
+11
Knowledge (nature) Int 19 =
+4
+11 +2 [druid] +2 [survival]
Knowledge (religion) Int 8 =
+4
+4
Knowledge (planes) Int 9 =
+4
+5
Listen Wis 6 =
+1
+5
Move Silently Dex* 2 =
+2
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 9 =
+2
+5 +2 [handle animal]
Search Int 4 =
+4
Sense Motive Wis 1 =
+1
Spellcraft Int 17 =
+4
+11 +2 [Knowledge, arcane]
Spot Wis 6 =
+1
+5
Survival Wis 8 =
+1
+5 +2 [druid]
Swim Str** 6 =
+1
+5
Use Rope Dex 2 =
+2
* = check penalty for wearing armor
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Zero-level Druid spells: 5 per day
First-level Druid spells: 4 (3+1) per day
Second-level Druid spells: 3 per day
Use your 2 third-level druid spell slots to cast lower-level spells:
Zero-level Wizard spells: 3 per day
First-level Wizard spells: 2 (1+1) per day
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Barbarian:
Illiteracy (2 skill points to learn to read)
Rage
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)
Damage Reduction 1/- (level 7)
Damage Reduction 2/- (level 10)
Greater Rage (level 11)
Damage Reduction 3/- (level 13)
Indominitable Will (level 14)
Damage Reduction 4/- (level 16)
Tireless Rage (level 17)
Damage Reduction 5/- (level 19)
Mighty Rage (level 20)
Druid:
Spontaneous Casting (summon nature's ally)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily
Wizard
Familiar / Alertness, etc.
Bonus Feats (already included)
High intelligence gains bonus spells daily
shapechange
Hit dice d8
Fast increase in attack bonuses
Fast increase in fortitude saves
Fast increase in reflex saves
Fast increase in will saves
Base 4 skill points per level
No new armor proficiency
No bonus feats
Additional druid spell levels: 1
More:
Class HP rolled
Level 1: Barbarian 12
Level 2: Druid 5
Level 3: Wizard 3
Level 4: Druid 5 +1 to wisdom
Level 5: Druid 5
Level 6: Druid 5
Level 7: Druid 5
Level 8: shapechange 3 +1 to wisdom
Ka'lion's Equipment:
0 lb
2 lb
3 lb
_____
5 lb Weapons / Armor / Shield (from above)
Holly and mistletoe
Spell component pouch
Spellbook x1
Total
Animal Companion: Dog
Small Animal
Hit dice 3d8+6 (19 hit points)
Initiative +4 (Dex)
Speed 40 feet
AC: 18 ( +1 small +4 Dex +3 natural)
Attacks: Bite +5 melee;
Damage 1d4+3 (bite);
Special Qualities: Scent
Saves: Fort +5; Ref +7; Will +2
Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5; Spot +5; Swim +6; Survival +1;
The animal is entitled to distribute an additional 2 skill points.
Link, share spells
Evasion
Bonus tricks: 2
More about Ka'lion:
Oriental Prestige Class : Shapeshifter The lands of Oriental Adventures are full of shapechangers; animals who take the shape of humans (hengeyokai), fiends and spirits in human guise, and sorcerers who take animal form. Shapeshifters are masters of these transforming powers, whose natural forms eventually become as fluid as water. Shapeshifters must already have some means of changing their form before learning to master that change. Some shapeshifters are spellcasters (wu jen, sorcerers, or shamans) who first learn polymorph self and then move on to greater mastery. Others are hengeyokai, lycanthropes, rakshasas, ogre mages, or other creatures with natural shapechanging ability. A very few high-level ninja (with their thousand faces supernatural ability) manage to acquire at least a few levels of shapeshifter. Shapeshifters are not found in Rokugan. NPC shapeshifters are often loners, haunting the wilderness in animal form. Others live in the midst of civilized society, using their abilities to become spies, thieves, or even assassins. Class Requirements To qualify to become a Shapeshifter, a character must fulfill all the following criteria: Skills: Concentration 10 ranks Base Attack Bonus: +3 Special: Alternate Form - Must either know polymorph self or have a natural alternate form, alter self, polymorph self, or shapechange ability Class Skills The shape shifter's class skills are Concentration, Craft, Diplomacy, Handle Animal, Knowledge (nature), Profession, Spellcraft, Spot, Survival, and Swim. Skill Points at Each Level: 4 + Int modifier. Class Features The following are class features of the shapeshifter. Weapon and Armor Proficiency: Shapeshifters are proficient with all simple weapons. They do not gain any additional proficiency with armor or shields. Wild Shape (Sp): At 1st level, a shapeshifter gains the ability to change form into a Small or Medium-size animal (but not a dire animal) and back again three times per day. This ability works exactly like the druid's wild shape ability The shapeshifter can use wild shape more times per day at 4th and 8th level, as noted on the table below. In addition, the shapeshifter gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 5th level, and a Huge animal at 9th level. At 7th level or higher, she can take the form of a dire animal. At 10th level, the shapeshifter may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day She gains all the elemental's special abilities when she does so. Extra Shifting (Ex): A shapeshifter with a natural ability to change shape (such as a hengeyokai's alternate form ability) adds her shapeshifter level to the number of times per day that she can normally change form. Thus, a hengeyokai 7th-level wu jen/3rd-level shapeshifter could change form fourteen times per day instead of the eleven transformations normally allowed a 10th-level hengeyokai character. Spells per Day: A shapeshifter continues her magical training while mastering the powers of wild shape. At 2nd, 4th, 6th, 8th, and 10th level, the character gains new spells per day and spells known as if she had also gained one level in a spellcasting class. She does nor, however, gain any other benefit of the spellcasting class. This essentially means that she adds half her shapeshifter levels to her other class levels, then determines spells per day and spells known accordingly For example, if Jengu Tori, a 7th-level wu jen/1st-level shapeshifter, gains a level in shapeshifter, she gains new spells as if she had risen to 8th level in wu jen, but uses the other shapeshifter aspects of level progression such as attack bonus and save bonus. If she next gains a level of wu jen, making her an 8th-level wu jen/2nd-level shapeshifter, she gains spells as if she had risen to 9th level in wu jen. If a character adopts the shapeshifter prestige class without having a spellcasting class, he does not gain any spell ability as he increases his shapeshifter levels. Thousand Faces (Su): At 6th level, a shapeshifter gains the ability to change her appearance at will, as if using the spell alter self. Natural Shapechanger: At 10th level, a shapeshifter changes form so naturally that her type changes to shapechanger rather than humanoid. (Hengeyokai are already shapechangers; their type is not affected.) She becomes immune to spells and effects that specifically target humanoids, such as charm person Basic equipment 650 gp Wand Magic missile 3rd lvl 2,250 gp Quiver of Ehlonnna 1,800 gp Hew wands haversack 2,000 gp hat of disguise 1,800 gp bag of holding type I 2,500 gp bracers of armor +4 16,000 gp
Male Human Barbarian 2 Druid 4 Wizard 1
True Neutral
Representing sageaqua
Strength 12 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 10 (+0) +1(4th)= 11
Charisma 8 (-1)
Size: Medium
Height: 5' 6"
Weight: 120 lb
Skin: Tan
Eyes: Gray
Hair: Red Wavy; Beardless
Total Hit Points: 13+7+5+6+7+9+5 = 52
Level 1:
Barbarian
12+1 con
Level 2:
Barbarian
6+1 con
Level 3:
druid
4+1 con
Level 4:
druid
5+1con
Level 5
6+1 con
Level 6
8+1con
level 7
wizard
4gJRT1yqp_1-4+1
Speed: 40 feet [barbarian]
Armor Class: 17 = 10 +2 [dexterity] +1 dodge, +1 The new armour is +1 AC, 10 max dex, no armour check penalty, no spell failure, ~2 lbs (of easy travel - treat a medium load as a light load))(+3 magic cloak) Deflection bonus
Ka'lion
Male Human Barbarian 2 / druid 4 / wizard 1
True Neutral
Speed: 40 feet [armor] [barbarian]
Armor Class: 17 = 10 +2 [dexterity]
• Touch AC: 12
• Flat-footed: 12 [uncanny dodge]
Initiative modifier:
+6 = +2 [dexterity] +4 [improved initiative]
Fortitude save:
+8 = 3 [Barbarian] +4 [druid] +0 [wizard] +1 [constitution]
Reflex save:
+3 = 0 [base] +2 [dexterity]+1 [druid] + [wizard]
Will save:
+6 = 0 [barbarian] + 4 [druid] +2 wizard
Attack (handheld):
+7 = 5[base] +1 [strength]+1 str sword
Attack (unarmed):
+7 = 5 [base] +1 [strength]+1str sword
Attack (missile):
+7 = 5 [base] +2 [dexterity]
Grapple check:
+7 = 4 [base] +1 [strength]+1str sword
Light load:
43 lb. or less
Medium load:
44-86 lb.
Heavy load:
87-130 lb.
Lift over head:
Lift off ground:
Push or drag:
130 lb.
260 lb.
650 lb.
Languages:
Aquan Auran Common Spirit folk Sylvan
3 Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
1 Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
2 silver daggers,
1 hat of disguise
1 magic cloak +1/+2 AC
1 The new armour is +1 AC, 10 max dex, no armour check penalty, no spell failure, ~2 lbs (of easy travel - treat a medium load as a light load)
1 Composite Longbow masterwork (14 str) ?gp. 40 arrows 2gp 1d8 x3 / 110 ft 3 lbs / arrows 3 lbs each.
1 short sword(+1 enchant/+2 strength)
1 (the green frost sword +1 and frost. Long sword
1 net
1 300ft rope 30punds
leather barding to Ka'lion for a mere 40 gold coins
Feats:
• Improved Initiative
• Dodge
• track
• Extend Spell
* bladeproof skin feat, if you want it (DR 3/bludgeoning and an armour check penalty of -2 that stacks with armour
* Next 5 feets: Two weapon fighting, arcane mastery, improved toughness, tracking, Jack of all trades
Traits:
•
Skill Name
Appraise
Int 4 = +4
Balance
Dex* 3 = +1 +2
Bluff
Cha -1 = -1
Climb
Str* 6 = +1 +5
Concentration
Con 9 = +1 +8
Craft_1
Int 4 = +4
Diplomacy
Cha +6 = -1+7
Disguise
Cha -1 = -1
Escape Artist
Dex* 1 = +1
35
Forgery
Int 4 = +4
Gather Information
Cha -1 = -1
Knowledge (arcane) +4 int = +8 = +12
Knowledge (nature) +8+2 nature sense
int +4 = +14
knowledge (religion) +2
int = +6
Handle Animal
Cha 4 = -1 +5
Heal
Wis 1 = +0 +1
Hide
Dex* 4 = +2 +2
Intimidate
Cha -1 = -1
Jump
Str* 6 = +1 +5
Listen
Wis 6 = +1 +5
Move Silently
Dex* 1= +1
Ride
Dex 6 = +1 +5
Search
Int 8 = +4 +4
Sense Motive
Wis 0 = +0
Spot
Wis 5 = +0 +5
Survival
Wis 7 = +0 +5 +2 nature sense
Swim
Str** 9 = +1 +8
Use Rope
Dex 1 = +1
* = check penalty for wearing armor
Appraise
Int
4 =
+4
Balance
Dex*
3 =
+2
+1
Bluff
Cha
-1 =
-1
Climb
Str*
6 =
+1
+5
Concentration
Con
9 =
+1
+8
Craft_1
Int
4 =
+4
Craft_2
Int
4 =
+4
Craft_3
Int
4 =
+4
Diplomacy
Cha
7 =
-1
+8
Disguise
Cha
-1 =
-1
Escape Artist
Dex*
2 =
+2
Forgery
Int
4 =
+4
Gather Information
Cha
-1 =
-1
Heal
Wis
0 =
+0
Hide
Dex*
2 =
+2
Intimidate
Cha
-1 =
-1
Jump
Str*
10 =
+1
+5
+4 [speed 40]
Knowledge (arcana)
Int
12 =
+4
+8
Knowledge (nature)
Int
14 =
+4
+6
+2 [druid] +2 [survival]
Knowledge (religion)
Int
9 =
+4
+5
Listen
Wis
5 =
+0
+5
Move Silently
Dex*
2 =
+2
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
7 =
+2
+5
Search
Int
4 =
+4
Sense Motive
Wis
0 =
+0
Spellcraft
Int
15 =
+4
+9
+2 [Knowledge, arcane]
Spot
Wis
5 =
+0
+5
Survival
Wis
7 =
+0
+5
+2 [druid]
Swim
Str**
9 =
+1
+8
Use Rope
Dex
2 =
+2
* = check penalty for wearing armor
This character also has 2 ranks in Speak Languages.
Know Nature >=5 ranks gives +2 on survival checks above ground.
The owl confers +3 on spot checks in dimly-lit conditions.
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Druid spells: 5 per day
First-level Druid spells: 3 per day
Use your 2 second-level druid spell slots to cast lower-level spells:
Zero-level Wizard spells: 3 per day
First-level Wizard spells: 2 (1+1) per day
Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Barbarian:
• Illiteracy (2 skill points to learn to read)
•
• Rage
•
• Fast Movement (already included)
•
• Uncanny Dodge (level 2)
Druid
* Animal companion: wolf Scar
* nature sense
* wild empathy
* woodland stride
* trackless step
* resist natures lure
2 owls: one an animal companion and one a familiar: what are their abilities?
* nature sense: +2 knowledge nature and survival
* wild empathy
* woodland stride
* spells
cantrips:
5 a day second level as a druid
cure minor wounds x3 / detect magic 1 / light 1
second level as a druid
3 / day
cure minor wounds x3
third level as a druid
2 / day
speak with animals: extend spell / magic fang: extend spell
cantrips: wizard
Light x 3
first
ray of enfeeblement x 2
enlarge
reduce
comprehend languages
chill touch
feather fall
expeditious retreat
This barbarian can read/write.
Class
HP rolled
Level 1:
Barbarian
12+1 con
Level 2:
Barbarian
6+1 con
Level 3:
druid
4+1 con
Level 4:
druid
5+1con
Level 5
6+1 con
level 6
druid
Ka'lion's Equipment:
*
The new armour is +1 AC, 10 max dex, no armour check penalty, no spell failure, ~2 lbs (of easy travel - treat a medium load as a light load), Weight 7lbs. +2 circumstance hide, +2 circumstance move silent
/ +1/+2 deflection cloak
• 2 lb
• 1 lb
• _____
• 8 lb
• Weapons / Armor / Shield (from above)
• Sling bullets (group of 10) x1
•
• Total
•
•
More about Ka'lion:
109 lb Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x3 3sp
Backpack 2gp
Bedroll 1 sp
Fishhook 1 sp
Flint and steel 1 gp
map of area 2 gp
Mug 2 cp
belt pouch 1 gp
Soap 4 lbs 2 gp
Water skins x1 1 gp
Whetstone 2 cp
leather barding to Ka'lion for a mere 40 gold coins
crude bronze talisman
magic book - light
1 book to write in
2 silver daggers,
a few pieces of chalk and charcle to draw with
0 gems / 81 gp /3sp / left
Total
More about Ka'lion:
Ka'lion grow up near a temple that had been destroyed long before he was born. He does work for the caretaker to make a living. The caretaker was training him to control his temper so his training as a monk can begin. So far his is still practicing.
Ghost - ice owl companion
Small magical beast (3HD), Cold Subtype
20 HP
Init +2
10 ft. (2 squares), fly 40 ft. (average)
AC 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Str 9, Dex 16, Con 12, Int 3, Wis 14, Cha 4
Fort +4, Ref +5, Will +3
Talons +6 melee (1d6-1)
Listen +16, Move Silently +19, Spot +6* (+8 racial bonus on Spot checks in areas of shadowy illumination)
Feats: Alertness, Weapon Finesse, Evasion, Flyby Attack
Darkvision out to 60 feet and low-light vision1-8
Ka'lion
Male Human Barbarian 1 / Druid 5 / Wizard 1 / shapechanger 1
True Neutral
Strength 12 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: 6' 5"
Weight: 195 lb
Skin:
Eyes:
Hair:
Total Hit Points: 51
Speed: 40 feet [barbarian]
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12 +4 bracers
Flat-footed: 10
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +9 = 8 [base] +1 [constitution]
Reflex save: +7 = 3 [base] +2 [dexterity] +2 [lightning reflexes]
Will save: +9 = 8 [base] +1 [wisdom]
Attack (handheld): +6 = 5 [base] +1 [strength]
Attack (unarmed): +6 = 5 [base] +1 [strength]
Attack (missile): +7 = 5 [base] +2 [dexterity]
Grapple check: +6 = 5 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Draconic Druidic Hengeyokai Spiritfolk Sylvan
No familiar yet
Feats:
Improved Initiative
Lightning Reflexes
Track
Scribe Scroll [free to wizard]
Extend Spell
Bladeproof skin feat, if you want it (DR 3/bludgeoning and an armour check penalty of -2 that stacks with armour
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 4 =
+4
Balance Dex* 2 =
+2
Bluff Cha -1 =
-1
Climb Str* 5 =
+1
+4
Concentration Con 1 =
+1+11
Craft_1 Int 4 =
+4
Craft_2 Int 4 =
+4
Craft_3 Int 4 =
+4
Diplomacy Cha 10 =
-1
+11
Disguise Cha -1 =
-1
Escape Artist Dex* 2 =
+2
Forgery Int 4 =
+4
Gather Information Cha -1 =
-1
Handle Animal Cha 4 =
-1
+5
Heal Wis 6 =
+1
+5
Hide Dex* 2 =
+2
Intimidate Cha -1 =
-1
Jump Str* 10 =
+1
+5 +4 [speed 40]
Knowledge (arcana) Int 15 =
+4
+11
Knowledge (nature) Int 19 =
+4
+11 +2 [druid] +2 [survival]
Knowledge (religion) Int 8 =
+4
+4
Knowledge (planes) Int 9 =
+4
+5
Listen Wis 6 =
+1
+5
Move Silently Dex* 2 =
+2
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 9 =
+2
+5 +2 [handle animal]
Search Int 4 =
+4
Sense Motive Wis 1 =
+1
Spellcraft Int 17 =
+4
+11 +2 [Knowledge, arcane]
Spot Wis 6 =
+1
+5
Survival Wis 8 =
+1
+5 +2 [druid]
Swim Str** 6 =
+1
+5
Use Rope Dex 2 =
+2
* = check penalty for wearing armor
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Zero-level Druid spells: 5 per day
First-level Druid spells: 4 (3+1) per day
Second-level Druid spells: 3 per day
Use your 2 third-level druid spell slots to cast lower-level spells:
Zero-level Wizard spells: 3 per day
First-level Wizard spells: 2 (1+1) per day
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Barbarian:
Illiteracy (2 skill points to learn to read)
Rage
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)
Damage Reduction 1/- (level 7)
Damage Reduction 2/- (level 10)
Greater Rage (level 11)
Damage Reduction 3/- (level 13)
Indominitable Will (level 14)
Damage Reduction 4/- (level 16)
Tireless Rage (level 17)
Damage Reduction 5/- (level 19)
Mighty Rage (level 20)
Druid:
Spontaneous Casting (summon nature's ally)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily
Wizard
Familiar / Alertness, etc.
Bonus Feats (already included)
High intelligence gains bonus spells daily
shapechange
Hit dice d8
Fast increase in attack bonuses
Fast increase in fortitude saves
Fast increase in reflex saves
Fast increase in will saves
Base 4 skill points per level
No new armor proficiency
No bonus feats
Additional druid spell levels: 1
More:
Class HP rolled
Level 1: Barbarian 12
Level 2: Druid 5
Level 3: Wizard 3
Level 4: Druid 5 +1 to wisdom
Level 5: Druid 5
Level 6: Druid 5
Level 7: Druid 5
Level 8: shapechange 3 +1 to wisdom
Ka'lion's Equipment:
0 lb
2 lb
3 lb
_____
5 lb Weapons / Armor / Shield (from above)
Holly and mistletoe
Spell component pouch
Spellbook x1
Total
Animal Companion: Dog
Small Animal
Hit dice 3d8+6 (19 hit points)
Initiative +4 (Dex)
Speed 40 feet
AC: 18 ( +1 small +4 Dex +3 natural)
Attacks: Bite +5 melee;
Damage 1d4+3 (bite);
Special Qualities: Scent
Saves: Fort +5; Ref +7; Will +2
Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5; Spot +5; Swim +6; Survival +1;
The animal is entitled to distribute an additional 2 skill points.
Link, share spells
Evasion
Bonus tricks: 2
More about Ka'lion:
Oriental Prestige Class : Shapeshifter The lands of Oriental Adventures are full of shapechangers; animals who take the shape of humans (hengeyokai), fiends and spirits in human guise, and sorcerers who take animal form. Shapeshifters are masters of these transforming powers, whose natural forms eventually become as fluid as water. Shapeshifters must already have some means of changing their form before learning to master that change. Some shapeshifters are spellcasters (wu jen, sorcerers, or shamans) who first learn polymorph self and then move on to greater mastery. Others are hengeyokai, lycanthropes, rakshasas, ogre mages, or other creatures with natural shapechanging ability. A very few high-level ninja (with their thousand faces supernatural ability) manage to acquire at least a few levels of shapeshifter. Shapeshifters are not found in Rokugan. NPC shapeshifters are often loners, haunting the wilderness in animal form. Others live in the midst of civilized society, using their abilities to become spies, thieves, or even assassins. Class Requirements To qualify to become a Shapeshifter, a character must fulfill all the following criteria: Skills: Concentration 10 ranks Base Attack Bonus: +3 Special: Alternate Form - Must either know polymorph self or have a natural alternate form, alter self, polymorph self, or shapechange ability Class Skills The shape shifter's class skills are Concentration, Craft, Diplomacy, Handle Animal, Knowledge (nature), Profession, Spellcraft, Spot, Survival, and Swim. Skill Points at Each Level: 4 + Int modifier. Class Features The following are class features of the shapeshifter. Weapon and Armor Proficiency: Shapeshifters are proficient with all simple weapons. They do not gain any additional proficiency with armor or shields. Wild Shape (Sp): At 1st level, a shapeshifter gains the ability to change form into a Small or Medium-size animal (but not a dire animal) and back again three times per day. This ability works exactly like the druid's wild shape ability The shapeshifter can use wild shape more times per day at 4th and 8th level, as noted on the table below. In addition, the shapeshifter gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 5th level, and a Huge animal at 9th level. At 7th level or higher, she can take the form of a dire animal. At 10th level, the shapeshifter may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day She gains all the elemental's special abilities when she does so. Extra Shifting (Ex): A shapeshifter with a natural ability to change shape (such as a hengeyokai's alternate form ability) adds her shapeshifter level to the number of times per day that she can normally change form. Thus, a hengeyokai 7th-level wu jen/3rd-level shapeshifter could change form fourteen times per day instead of the eleven transformations normally allowed a 10th-level hengeyokai character. Spells per Day: A shapeshifter continues her magical training while mastering the powers of wild shape. At 2nd, 4th, 6th, 8th, and 10th level, the character gains new spells per day and spells known as if she had also gained one level in a spellcasting class. She does nor, however, gain any other benefit of the spellcasting class. This essentially means that she adds half her shapeshifter levels to her other class levels, then determines spells per day and spells known accordingly For example, if Jengu Tori, a 7th-level wu jen/1st-level shapeshifter, gains a level in shapeshifter, she gains new spells as if she had risen to 8th level in wu jen, but uses the other shapeshifter aspects of level progression such as attack bonus and save bonus. If she next gains a level of wu jen, making her an 8th-level wu jen/2nd-level shapeshifter, she gains spells as if she had risen to 9th level in wu jen. If a character adopts the shapeshifter prestige class without having a spellcasting class, he does not gain any spell ability as he increases his shapeshifter levels. Thousand Faces (Su): At 6th level, a shapeshifter gains the ability to change her appearance at will, as if using the spell alter self. Natural Shapechanger: At 10th level, a shapeshifter changes form so naturally that her type changes to shapechanger rather than humanoid. (Hengeyokai are already shapechangers; their type is not affected.) She becomes immune to spells and effects that specifically target humanoids, such as charm person Basic equipment 650 gp Wand Magic missile 3rd lvl 2,250 gp Quiver of Ehlonnna 1,800 gp Hew wands haversack 2,000 gp hat of disguise 1,800 gp bag of holding type I 2,500 gp bracers of armor +4 16,000 gp
Male Human Barbarian 2 Druid 4 Wizard 1
True Neutral
Representing sageaqua
Strength 12 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 10 (+0) +1(4th)= 11
Charisma 8 (-1)
Size: Medium
Height: 5' 6"
Weight: 120 lb
Skin: Tan
Eyes: Gray
Hair: Red Wavy; Beardless
Total Hit Points: 13+7+5+6+7+9+5 = 52
Level 1:
Barbarian
12+1 con
Level 2:
Barbarian
6+1 con
Level 3:
druid
4+1 con
Level 4:
druid
5+1con
Level 5
6+1 con
Level 6
8+1con
level 7
wizard
4gJRT1yqp_1-4+1
Speed: 40 feet [barbarian]
Armor Class: 17 = 10 +2 [dexterity] +1 dodge, +1 The new armour is +1 AC, 10 max dex, no armour check penalty, no spell failure, ~2 lbs (of easy travel - treat a medium load as a light load))(+3 magic cloak) Deflection bonus
Ka'lion
Male Human Barbarian 2 / druid 4 / wizard 1
True Neutral
Speed: 40 feet [armor] [barbarian]
Armor Class: 17 = 10 +2 [dexterity]
• Touch AC: 12
• Flat-footed: 12 [uncanny dodge]
Initiative modifier:
+6 = +2 [dexterity] +4 [improved initiative]
Fortitude save:
+8 = 3 [Barbarian] +4 [druid] +0 [wizard] +1 [constitution]
Reflex save:
+3 = 0 [base] +2 [dexterity]+1 [druid] + [wizard]
Will save:
+6 = 0 [barbarian] + 4 [druid] +2 wizard
Attack (handheld):
+7 = 5[base] +1 [strength]+1 str sword
Attack (unarmed):
+7 = 5 [base] +1 [strength]+1str sword
Attack (missile):
+7 = 5 [base] +2 [dexterity]
Grapple check:
+7 = 4 [base] +1 [strength]+1str sword
Light load:
43 lb. or less
Medium load:
44-86 lb.
Heavy load:
87-130 lb.
Lift over head:
Lift off ground:
Push or drag:
130 lb.
260 lb.
650 lb.
Languages:
Aquan Auran Common Spirit folk Sylvan
3 Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
1 Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
2 silver daggers,
1 hat of disguise
1 magic cloak +1/+2 AC
1 The new armour is +1 AC, 10 max dex, no armour check penalty, no spell failure, ~2 lbs (of easy travel - treat a medium load as a light load)
1 Composite Longbow masterwork (14 str) ?gp. 40 arrows 2gp 1d8 x3 / 110 ft 3 lbs / arrows 3 lbs each.
1 short sword(+1 enchant/+2 strength)
1 (the green frost sword +1 and frost. Long sword
1 net
1 300ft rope 30punds
leather barding to Ka'lion for a mere 40 gold coins
Feats:
• Improved Initiative
• Dodge
• track
• Extend Spell
* bladeproof skin feat, if you want it (DR 3/bludgeoning and an armour check penalty of -2 that stacks with armour
* Next 5 feets: Two weapon fighting, arcane mastery, improved toughness, tracking, Jack of all trades
Traits:
•
Skill Name
Appraise
Int 4 = +4
Balance
Dex* 3 = +1 +2
Bluff
Cha -1 = -1
Climb
Str* 6 = +1 +5
Concentration
Con 9 = +1 +8
Craft_1
Int 4 = +4
Diplomacy
Cha +6 = -1+7
Disguise
Cha -1 = -1
Escape Artist
Dex* 1 = +1
35
Forgery
Int 4 = +4
Gather Information
Cha -1 = -1
Knowledge (arcane) +4 int = +8 = +12
Knowledge (nature) +8+2 nature sense
int +4 = +14
knowledge (religion) +2
int = +6
Handle Animal
Cha 4 = -1 +5
Heal
Wis 1 = +0 +1
Hide
Dex* 4 = +2 +2
Intimidate
Cha -1 = -1
Jump
Str* 6 = +1 +5
Listen
Wis 6 = +1 +5
Move Silently
Dex* 1= +1
Ride
Dex 6 = +1 +5
Search
Int 8 = +4 +4
Sense Motive
Wis 0 = +0
Spot
Wis 5 = +0 +5
Survival
Wis 7 = +0 +5 +2 nature sense
Swim
Str** 9 = +1 +8
Use Rope
Dex 1 = +1
* = check penalty for wearing armor
Appraise
Int
4 =
+4
Balance
Dex*
3 =
+2
+1
Bluff
Cha
-1 =
-1
Climb
Str*
6 =
+1
+5
Concentration
Con
9 =
+1
+8
Craft_1
Int
4 =
+4
Craft_2
Int
4 =
+4
Craft_3
Int
4 =
+4
Diplomacy
Cha
7 =
-1
+8
Disguise
Cha
-1 =
-1
Escape Artist
Dex*
2 =
+2
Forgery
Int
4 =
+4
Gather Information
Cha
-1 =
-1
Heal
Wis
0 =
+0
Hide
Dex*
2 =
+2
Intimidate
Cha
-1 =
-1
Jump
Str*
10 =
+1
+5
+4 [speed 40]
Knowledge (arcana)
Int
12 =
+4
+8
Knowledge (nature)
Int
14 =
+4
+6
+2 [druid] +2 [survival]
Knowledge (religion)
Int
9 =
+4
+5
Listen
Wis
5 =
+0
+5
Move Silently
Dex*
2 =
+2
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
7 =
+2
+5
Search
Int
4 =
+4
Sense Motive
Wis
0 =
+0
Spellcraft
Int
15 =
+4
+9
+2 [Knowledge, arcane]
Spot
Wis
5 =
+0
+5
Survival
Wis
7 =
+0
+5
+2 [druid]
Swim
Str**
9 =
+1
+8
Use Rope
Dex
2 =
+2
* = check penalty for wearing armor
This character also has 2 ranks in Speak Languages.
Know Nature >=5 ranks gives +2 on survival checks above ground.
The owl confers +3 on spot checks in dimly-lit conditions.
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Druid spells: 5 per day
First-level Druid spells: 3 per day
Use your 2 second-level druid spell slots to cast lower-level spells:
Zero-level Wizard spells: 3 per day
First-level Wizard spells: 2 (1+1) per day
Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Barbarian:
• Illiteracy (2 skill points to learn to read)
•
• Rage
•
• Fast Movement (already included)
•
• Uncanny Dodge (level 2)
Druid
* Animal companion: wolf Scar
* nature sense
* wild empathy
* woodland stride
* trackless step
* resist natures lure
2 owls: one an animal companion and one a familiar: what are their abilities?
* nature sense: +2 knowledge nature and survival
* wild empathy
* woodland stride
* spells
cantrips:
5 a day second level as a druid
cure minor wounds x3 / detect magic 1 / light 1
second level as a druid
3 / day
cure minor wounds x3
third level as a druid
2 / day
speak with animals: extend spell / magic fang: extend spell
cantrips: wizard
Light x 3
first
ray of enfeeblement x 2
enlarge
reduce
comprehend languages
chill touch
feather fall
expeditious retreat
This barbarian can read/write.
Class
HP rolled
Level 1:
Barbarian
12+1 con
Level 2:
Barbarian
6+1 con
Level 3:
druid
4+1 con
Level 4:
druid
5+1con
Level 5
6+1 con
level 6
druid
Ka'lion's Equipment:
*
The new armour is +1 AC, 10 max dex, no armour check penalty, no spell failure, ~2 lbs (of easy travel - treat a medium load as a light load), Weight 7lbs. +2 circumstance hide, +2 circumstance move silent
/ +1/+2 deflection cloak
• 2 lb
• 1 lb
• _____
• 8 lb
• Weapons / Armor / Shield (from above)
• Sling bullets (group of 10) x1
•
• Total
•
•
More about Ka'lion:
109 lb Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x3 3sp
Backpack 2gp
Bedroll 1 sp
Fishhook 1 sp
Flint and steel 1 gp
map of area 2 gp
Mug 2 cp
belt pouch 1 gp
Soap 4 lbs 2 gp
Water skins x1 1 gp
Whetstone 2 cp
leather barding to Ka'lion for a mere 40 gold coins
crude bronze talisman
magic book - light
1 book to write in
2 silver daggers,
a few pieces of chalk and charcle to draw with
0 gems / 81 gp /3sp / left
Total
More about Ka'lion:
Ka'lion grow up near a temple that had been destroyed long before he was born. He does work for the caretaker to make a living. The caretaker was training him to control his temper so his training as a monk can begin. So far his is still practicing.
Ghost - ice owl companion
Small magical beast (3HD), Cold Subtype
20 HP
Init +2
10 ft. (2 squares), fly 40 ft. (average)
AC 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Str 9, Dex 16, Con 12, Int 3, Wis 14, Cha 4
Fort +4, Ref +5, Will +3
Talons +6 melee (1d6-1)
Listen +16, Move Silently +19, Spot +6* (+8 racial bonus on Spot checks in areas of shadowy illumination)
Feats: Alertness, Weapon Finesse, Evasion, Flyby Attack
Darkvision out to 60 feet and low-light vision1-8