Post by Jasmine on Mar 28, 2015 17:18:36 GMT -5
Full sheet here
The first thing you notice about Brennen is the pair of brightly-colored feathered wings sprouting from his back. The second thing you notice is that regardless of the prevailing lighting conditions in the area, he seems to be perpetually surrounded by a dim, shadowy veil of moonlight.
CG Male Raptoran Warlock 2/Paragnostic Apostle 3/Urban Savant 2
Max HP: 41
AC: 19, touch 13, flat-footed 16. Brennen has an additional +2 deflection bonus against attacks by evil creatures and a +2 bonus against all ranged attacks.
Initiative: -3
Speed: 30 ft land, 40 ft glide (avg), 40 ft fly (avg)
Saves: Fort +3, Ref +7, Will +11. Brennen has an additional +2 resistance bonus on saves against effects created by evil creatures.
Attack: Eldritch blast, +6* vs. touch AC, 4d6 damage (plus frightful blast effect, DC 16; +2 damage vs evil targets), range 90 ft.
* +1 vs. targets with a natural armor bonus, +1 vs evil targets
Ability scores:
8 Strength
16 Dexterity
14 Constitution
16 Intelligence
10 Wisdom
14+2 Charisma
Brennen's belt buckle is the subject of a darkness spell, which radiates shadowy illumination in a 20-foot radius, granting concealment to anyone inside its area. A leather flap over the buckle allows Brennen to cover it and toggle the effect off if he so desires. He also has a small belt pouch (kept closed) containing several pebbles with deeper darkness spells cast on them, just in case.
Racial abilities:
Racial skill bonuses: Raptorans have keen eyes and a strong grip, giving them a +2 racial bonus to Spot and Climb checks. The extra lift provided by their wings gives them a +10 racial bonus to Jump checks.
Gliding: Raptorans have a glide speed of 40 feet (average maneuverability). They can glide 20 feet forward for each 5 feet of descent. They're also protected against falling damage--even if they fall unconscious in midair, their wings stiffen and cause them to fall in a tight corkscrew, reducing any falling damage to 1d6.
Flight: A raptoran with 5 or more hit dice can fly at a speed of 40 feet (average maneuverability), as long as they are not fatigued or exhausted or carrying a medium or heavy load. Raptorans can safely fly for a number of consecutive rounds equal to their Constitution modifier. They can exert themselves to fly up to twice as long, but if they do, or if they fly for a total of more than 10 minutes in a single day, they become fatigued at the end of the flight. When a raptoran reaches 10 hit dice, flying becomes less taxing, and they can fly for as long as they like, as easily as walking or running.
Pact of the Wind Lords: Raptorans get a +1 bonus to caster level when casting air spells.
Weapon familiarity: Raptorans treat the footbow as a martial weapon rather than an exotic weapon.
Unerring Direction: A raptoran always knows which way is north, even when underground or whatever.
Low-light vision: Raptorans can see twice as far as humans in conditions of dim light.
Feats:
Intensify Darkness: Brennen can use his darkness invocation as a full-round action to cast deeper darkness instead.
Apprentice (Philosopher): Brennen studied under a wise philosopher during his Walk of the Four Winds, when he first learned to fly. He gains a +2 bonus on Will saves and a +2 competence bonus on Concentration checks. Knowledge (Geography) and Sense Motive are class skills for him, and he has one extra skill point to spend in each of them.
Obtain Familiar: Brennen can summon a familiar, as the Sorcerer class feature, using his arcane caster level as his Sorcerer level to determine the familiar's abilities.
Celestial Familiar: The list of familiars available to Brennen expands to include celestial versions of any of the standard animals, as well as one additional option depending on his alignment that becomes available at 7th level--for Chaotic Good, that's a Coure Eladrin (Book of Exalted Deeds, page 168).
Flaws:
Unreactive: Brennen takes a -6 penalty to initiative checks.
Detect Magic: Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.
Least invocations:
Darkness: You can use darkness as the spell.
Baleful Utterance: You speak a single syllable of the Dark Speech (described in Book of Vile Darkness), affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect.
Frightful Blast: This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.
Lesser invocations:
Flee the Scene: You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it.
Knowledge is Power:
These benefits apply to warlock invocations as well as spells, where applicable.
Spatial Awareness: Your effective caster level increases by 1 when you cast conjuration (teleportation) spells. Furthermore, the subject of any spell that increases base movement rate or grants a new type of movement gains an additional 10 feet to the designated speed.
Backhanded Attack: If you successfully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect (such as a warlock's beshadowed blast or the orb of acid spell), add 1 to the DC of the saving throw.
Accurate Retort: You gain a +1 circumstance bonus on your ranged attack roll with every ray spell that you aim at a creature with a natural armor bonus.
Urban Savvy: An urban savant is an expert on the local community. If something has been around for a while, you've likely either heard stories about it or had direct contact with it. You can draw upon this extensive familiarity to gain certain benefits against the following types of creatures: aberrations, animals, humanoids, monstrous humanoids, oozes, and vermin (all of which are commonly found within the urban environment).
Using this ability requires you to succeed on an appropriate DC 15 Knowledge check, made as a move action. To draw upon this knowledge, you must be within 60 feet of a target and must be aware of its presence, though you need not have line of sight. You cannot take 10 or take 20 on this check, and it cannot be retried. Each successful check might affect a single target or all creatures of the same sort, depending on the circumstances. Your allies can benefit from your knowledge as well, provided you can communicate with them at the time you are using this ability. Each of the four varieties of urban knowledge can be invoked only once against any given target or group of like creatures.
Strengths: An urban savant first studies the power of the beings who have had an impact on the city in the past. With a successful Knowledge check, you learn the general combat capabilities of your target. Against humanoids, this check confers knowledge of the target's base attack bonus, Armor Class, and combat-related feats. (The DM is the final arbiter on what constitutes a combat related feat; the list of fighter bonus feats is recommended as a starting point.) Against nonhumanoids, this check confers knowledge of all the above information plus any special attacks or options, which the DM should describe in brief. Note that the urban savant's player benefits from this knowledge as related, but obviously the character cannot relate the data to her allies verbatim. The player must roleplay any information he wishes his character to impart in the game.
Urban Empathy: You can use your knowledge to improve the attitude of creatures you encounter in urban environments. This ability applies only to animals, humanoids, and monstrous humanoids (oozes and vermin being typically mindless). At the DM's discretion, this ability could work on certain aberrations as well, though most are too violent and unpredictable for such tactics.
You can choose to substitute the appropriate Knowledge check (local for humanoids or nature for animals and monstrous humanoids) in place of a Diplomacy check to influence the starting attitudes of those you encounter in cities. If the DM opts to allow use of this ability on aberrations, the substitution would be a Knowledge (dungeoneering) check. If you prefer, you can make the usual Diplomacy checks for humanoids and monstrous humanoids instead. Against animals, this ability functions like a druid's wild empathy class feature, adding your urban savant level to the check, or you can attempt a Knowledge (nature) check if that is likely to produce a better result.
Worn items:
Armor: +1 mithral shirt: +5 armor bonus to AC, +6 max Dex, no armor check penalty
Shield: Mithral light shield: +1 shield bonus to AC, no armor check penalty, no arcane spell failure chance
Shield augment crystal: Crystal of arrow deflection, least: +2 bonus to AC against ranged attacks
Face: Horizon goggles: Increase the range of eldritch blast and similar effects by 50%
Necklace: Hand of the mage: Allows the wearer to use mage hand at will (caster level 2nd).
Feet: Anklet of translocation: 2/day, teleport 10 feet as a swift action.
Shoulders: Cloak of charisma +2
Head: Ezelgar's helm fire resistance 5
Other items:
Everlasting rations: Provides enough trail rations for 1 medium creature per day and refills automatically every sunrise.
Artificer's monocle: By concentrating for 1 minute after casting detect magic on an item, you can gain the benefits of an identify spell on that item.
Enemy spirit pouch (evil): Against evil targets, gain a +1 competence bonus on attack rolls and a +2 bonus to Bluff, Listen, Sense Motive, Spot, Survival, and weapon damage rolls.
Healing potion x4
741 gp
The first thing you notice about Brennen is the pair of brightly-colored feathered wings sprouting from his back. The second thing you notice is that regardless of the prevailing lighting conditions in the area, he seems to be perpetually surrounded by a dim, shadowy veil of moonlight.
CG Male Raptoran Warlock 2/Paragnostic Apostle 3/Urban Savant 2
Max HP: 41
AC: 19, touch 13, flat-footed 16. Brennen has an additional +2 deflection bonus against attacks by evil creatures and a +2 bonus against all ranged attacks.
Initiative: -3
Speed: 30 ft land, 40 ft glide (avg), 40 ft fly (avg)
Saves: Fort +3, Ref +7, Will +11. Brennen has an additional +2 resistance bonus on saves against effects created by evil creatures.
Attack: Eldritch blast, +6* vs. touch AC, 4d6 damage (plus frightful blast effect, DC 16; +2 damage vs evil targets), range 90 ft.
* +1 vs. targets with a natural armor bonus, +1 vs evil targets
Ability scores:
8 Strength
16 Dexterity
14 Constitution
16 Intelligence
10 Wisdom
14+2 Charisma
Brennen's belt buckle is the subject of a darkness spell, which radiates shadowy illumination in a 20-foot radius, granting concealment to anyone inside its area. A leather flap over the buckle allows Brennen to cover it and toggle the effect off if he so desires. He also has a small belt pouch (kept closed) containing several pebbles with deeper darkness spells cast on them, just in case.
Racial abilities:
Racial skill bonuses: Raptorans have keen eyes and a strong grip, giving them a +2 racial bonus to Spot and Climb checks. The extra lift provided by their wings gives them a +10 racial bonus to Jump checks.
Gliding: Raptorans have a glide speed of 40 feet (average maneuverability). They can glide 20 feet forward for each 5 feet of descent. They're also protected against falling damage--even if they fall unconscious in midair, their wings stiffen and cause them to fall in a tight corkscrew, reducing any falling damage to 1d6.
Flight: A raptoran with 5 or more hit dice can fly at a speed of 40 feet (average maneuverability), as long as they are not fatigued or exhausted or carrying a medium or heavy load. Raptorans can safely fly for a number of consecutive rounds equal to their Constitution modifier. They can exert themselves to fly up to twice as long, but if they do, or if they fly for a total of more than 10 minutes in a single day, they become fatigued at the end of the flight. When a raptoran reaches 10 hit dice, flying becomes less taxing, and they can fly for as long as they like, as easily as walking or running.
Pact of the Wind Lords: Raptorans get a +1 bonus to caster level when casting air spells.
Weapon familiarity: Raptorans treat the footbow as a martial weapon rather than an exotic weapon.
Unerring Direction: A raptoran always knows which way is north, even when underground or whatever.
Low-light vision: Raptorans can see twice as far as humans in conditions of dim light.
Feats:
Intensify Darkness: Brennen can use his darkness invocation as a full-round action to cast deeper darkness instead.
Apprentice (Philosopher): Brennen studied under a wise philosopher during his Walk of the Four Winds, when he first learned to fly. He gains a +2 bonus on Will saves and a +2 competence bonus on Concentration checks. Knowledge (Geography) and Sense Motive are class skills for him, and he has one extra skill point to spend in each of them.
Obtain Familiar: Brennen can summon a familiar, as the Sorcerer class feature, using his arcane caster level as his Sorcerer level to determine the familiar's abilities.
Celestial Familiar: The list of familiars available to Brennen expands to include celestial versions of any of the standard animals, as well as one additional option depending on his alignment that becomes available at 7th level--for Chaotic Good, that's a Coure Eladrin (Book of Exalted Deeds, page 168).
Flaws:
Unreactive: Brennen takes a -6 penalty to initiative checks.
Detect Magic: Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.
Least invocations:
Darkness: You can use darkness as the spell.
Baleful Utterance: You speak a single syllable of the Dark Speech (described in Book of Vile Darkness), affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect.
Frightful Blast: This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.
Lesser invocations:
Flee the Scene: You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it.
Knowledge is Power:
These benefits apply to warlock invocations as well as spells, where applicable.
Spatial Awareness: Your effective caster level increases by 1 when you cast conjuration (teleportation) spells. Furthermore, the subject of any spell that increases base movement rate or grants a new type of movement gains an additional 10 feet to the designated speed.
Backhanded Attack: If you successfully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect (such as a warlock's beshadowed blast or the orb of acid spell), add 1 to the DC of the saving throw.
Accurate Retort: You gain a +1 circumstance bonus on your ranged attack roll with every ray spell that you aim at a creature with a natural armor bonus.
Urban Savvy: An urban savant is an expert on the local community. If something has been around for a while, you've likely either heard stories about it or had direct contact with it. You can draw upon this extensive familiarity to gain certain benefits against the following types of creatures: aberrations, animals, humanoids, monstrous humanoids, oozes, and vermin (all of which are commonly found within the urban environment).
Using this ability requires you to succeed on an appropriate DC 15 Knowledge check, made as a move action. To draw upon this knowledge, you must be within 60 feet of a target and must be aware of its presence, though you need not have line of sight. You cannot take 10 or take 20 on this check, and it cannot be retried. Each successful check might affect a single target or all creatures of the same sort, depending on the circumstances. Your allies can benefit from your knowledge as well, provided you can communicate with them at the time you are using this ability. Each of the four varieties of urban knowledge can be invoked only once against any given target or group of like creatures.
Strengths: An urban savant first studies the power of the beings who have had an impact on the city in the past. With a successful Knowledge check, you learn the general combat capabilities of your target. Against humanoids, this check confers knowledge of the target's base attack bonus, Armor Class, and combat-related feats. (The DM is the final arbiter on what constitutes a combat related feat; the list of fighter bonus feats is recommended as a starting point.) Against nonhumanoids, this check confers knowledge of all the above information plus any special attacks or options, which the DM should describe in brief. Note that the urban savant's player benefits from this knowledge as related, but obviously the character cannot relate the data to her allies verbatim. The player must roleplay any information he wishes his character to impart in the game.
Urban Empathy: You can use your knowledge to improve the attitude of creatures you encounter in urban environments. This ability applies only to animals, humanoids, and monstrous humanoids (oozes and vermin being typically mindless). At the DM's discretion, this ability could work on certain aberrations as well, though most are too violent and unpredictable for such tactics.
You can choose to substitute the appropriate Knowledge check (local for humanoids or nature for animals and monstrous humanoids) in place of a Diplomacy check to influence the starting attitudes of those you encounter in cities. If the DM opts to allow use of this ability on aberrations, the substitution would be a Knowledge (dungeoneering) check. If you prefer, you can make the usual Diplomacy checks for humanoids and monstrous humanoids instead. Against animals, this ability functions like a druid's wild empathy class feature, adding your urban savant level to the check, or you can attempt a Knowledge (nature) check if that is likely to produce a better result.
Worn items:
Armor: +1 mithral shirt: +5 armor bonus to AC, +6 max Dex, no armor check penalty
Shield: Mithral light shield: +1 shield bonus to AC, no armor check penalty, no arcane spell failure chance
Shield augment crystal: Crystal of arrow deflection, least: +2 bonus to AC against ranged attacks
Face: Horizon goggles: Increase the range of eldritch blast and similar effects by 50%
Necklace: Hand of the mage: Allows the wearer to use mage hand at will (caster level 2nd).
Feet: Anklet of translocation: 2/day, teleport 10 feet as a swift action.
Shoulders: Cloak of charisma +2
Head: Ezelgar's helm fire resistance 5
Other items:
Everlasting rations: Provides enough trail rations for 1 medium creature per day and refills automatically every sunrise.
Artificer's monocle: By concentrating for 1 minute after casting detect magic on an item, you can gain the benefits of an identify spell on that item.
Enemy spirit pouch (evil): Against evil targets, gain a +1 competence bonus on attack rolls and a +2 bonus to Bluff, Listen, Sense Motive, Spot, Survival, and weapon damage rolls.
Healing potion x4
741 gp