Blog Archive

Saturday, 5 March 2016

Thorne-Kin (Plant HD character race)

Thornes are a naturally growing sentient plant race found in my game world, their natural colours mimic the natural foliage of the area they reside in.  They see themselves as kin to other plants, and do their best to help protect them. Have small thorns throughout their skin which is a key defense. They also get excellent grapple bonuses at higher levels.

After reviewing my initial racial creature had to adjust them to a higher HD - the base plant defenses made them very powerful for a playable-type race at lower levels.

Thorne-Kin

Abilities: Wis +2, Con +2
Medium Size
Speed 30
Special Abilities: Darkvision, Speak with plant 1/HD every day
Feats Unarmed Strike or Weapon Focus (Club, Mace or Short Sword)
Racial Skill: +2 Climb, +2 Stealth, +6 Knowledge (nature)
Special:  no need for food; need normal human half water requirements and sunlight
Weakness: 2 hour per day must bask in sun;
Weakness: Speed is reduced by 10 ft  during the night or when underground in excess of 12 hours
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: Common and Sylvan
Classes: Ranger and Druid are preferred classes
Alignment: NG or True N

Skills: Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature, geography), Perception,                Sense Motive, Stealth, Survival,
Level Increase:  +4 Skill points, feats every other level, +1 AC every other level, +2 to any ability score every third level (3rd/6th/9th)

The Thorne are a plant humanoid race found in every forest on the realm but most common in areas that have a strong elven presence. They are medium sized green-skinned humanoid plant, but fully aware and capable of movement.

Most live quiet simple lives, tending not to get involved in political or commercial affairs. They reside in forests, and try to help their neighbours, especially to help keep balance in the area. Tend towards a passive lifestyle, uninterested in wealth or fame. Most Thorne think of all plants as kin, some are active and some more passive, though none are more important than anyone else. They come to their protection from over-eager lumberjacks. See the animal or avian inhabitants of their region as neighbours.

They do not tend to wear clothing in their rural habitat but may do so in urban areas to better fit in. Few use metal armor and shields, but they may use their feats to gain proficiency. They consume magical potions and use items created from plants, but will always make sure the plant was in its 'final cycle time' meaning if the plant was sentient (by their standards) it was willing to give of itself
as it didnèt have much time left. Some Thornes shy away from any object made from their related-kin but this is a minority. They fully understand the natural cycle and understand their least kin are consumed on a regular basis but since their cycle is short, this is normal and acceptable.

Thornes rarely come together in groups of more than ten except in times of danger. They realize they need to have their eyes and ears everywhere in order to better protect their kin. Have good relationships with elves, halflings, rangers but above all druids. Most quietly worship the gods, usually either the Lady of the Forest (Holon, N) or the Shining Light (Quanna, LG) most often both.

Thorne HD Advancement

4 HD: Skin of the forest, +1/ HD to stealth checks; Woodland Stride,
5 HD: Thorne Skin (+1 dmg for touch attack, +2 Grapple checks); Improved Grapple
6 HD: Animal friendship and Speak with Animals (1+1/charisma bonus/day)
7 HD  Plantspeech - non-verbal communication with any plant in a 500 ft radius (1 /day)
8 HD Thorne Skin (2-4 dmg for touch attack, +6 Grapple checks); Woodland Protector
9 HD Woodland Defenses
10 HD Throw Thornes (2-7 dmg / 50 foot area, 3+constitution bonus / day)
11 HD Hardened Thorne Skin (5-8 for touch attack; +12 to grapple)
12 HD Commune with Forest (500 mile radius; 1 /week );  +15 Skill points, Gain +3 to any 2 ability scores

Most Thorne that advance do so using this HD advancement table. If they take standard character classes before 12 HD, they cannot take new natural HD levels.

Skin of the forest: Their coloration matches the natural foliage of a forest, giving them a +1 bonus / HD to their stealth checks

Thorne Skin: Similar to many natural flowers, their entire body grows small defensive thorns. They cause damage by coming into contact with predators. This also gives bonuses to grapple checks.

Woodland Protector: Can infuse a small spark of their sentience to a plant defender. Must take 2 months to grow and teach the golem. Appear as a vaguely humanoid walking plant. Most are stationary, most do not travel with their Thorne, but stay in a primary lair. This is the base woodland protector, some get help from other Thornes or allies to grow larger and stronger versions.

AC           15   (+3 Natural, +2 Dex)    
Move       30    
HD           5 HD 
Attack       +6 / 2-8 dmg (Fist)
Str 15    Con 15     Dex 15     Int 5   Wis 10    Cha 5
Special Defenses: Regenerate 1 hp / hour

Woodland Defenses: Gain +3 on AC and saving throws when in natural foliage, as the plants help protect their kin. Gain this benefit (2+ charisma bonus/day)  

Throw Thornes: Have a 50 feet range, doing 2-7 damage

Thursday, 3 March 2016

Last Characters


These are the last characters for an upcoming con.

Pezzeno
Male Human; Medium Humanoid ( Human ) Rogue8
 Hit Dice:  (8d6)+8 Hit Points:  47 Initiative:  +4
Speed:  Walk 30 ft. AC:  18 (touch 14, flatfooted 18)
Attacks:  *Silver Dagger +8/+3; *Silver Dagger (Thrown) +11/+6; Shortbow +1 (Composite) +14/+9;
Damage:  *Silver Dagger 1d4; *Silver Dagger (Thrown) 1d4-1; Shortbow +1 (Composite) 1d6+2;

Sneak Attack Backstab 4d6 dmg
Special Qualities:  Evasion, Humanoid Traits, Improved Uncanny Dodge, Trapfinding, Trap Sense, Uncanny Dodge, Weapon and Armor Proficiency

Saves:  Fortitude: +3, Reflex: +10, Will: +3
Abilities:  STR 12 (+1), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)

Skills: Appraise: 5; Balance: 11; Bluff: 7; Climb: 6; Decipher Script: 5; Diplomacy: 8; Disable Device: 6; Disguise: 6; Disguise (Act in character): 8; Escape Artist: 8; Forgery: 5; Gather Information: 6; Hide: 8; Intimidate: 8; Jump: 7; Listen: 6; Move Silently: 9; Open Lock: 9; Ride: 4; Sense Motive: 5; Sleight of Hand: 10; Spot: 11; Swim: 5; Tumble: 13; Use Magic Device: 7; Use Rope: 8;

Feats:  Armor Proficiency (Light), Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Weapon Focus (Shortbow)

Alignment:  Neutral Good
 Possessions:  Eyes of the Eagle (Single Lens); Bracers of Archery, Greater; Silver Dagger; Cloak of Charisma +2; Mithral Shirt; Shortbow +1 (Composite);

Pez was a quick thinking merchant who realized the amount of money he could make by focusing on city dungeons, but was captured and put to work by dark dwarves. After escaping he vowed revenge, he eventually found redemption from his chaotic thoughts. He does not need to work anymore but he does so to get favors for nobility.

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Zenek
Male Halfling; Small Humanoid ( Halfling ) Ranger8
 Hit Dice:  (8d8)+16 Hit Points:  61
Initiative:  +3 Speed:  Walk 20 ft.
AC:  24 (touch 16, flatfooted 21)
Attacks:  *Rapier +2 (Small/Ironwood (+1)) +15/+10;
Damage:  *Rapier +2 (Small/Ironwood (+1)) 1d4+2;

Special Attacks:  Favored Enemy (Aberration), Favored Enemy (Giant)
Qualities:  Animal Companion, Humanoid Traits, Racial Traits, Swift Tracker, Two Weapon Fighting Combat Style, Weapon and Armor Proficiency, Wild Empathy, Woodland Stride

Saves:  Fortitude: +9, Reflex: +10, Will: +5
Abilities:  STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Skills:  Climb: 5; Climb (Using a rope): 7; Concentration: 2; Handle Animal: 6; Heal: 5; Hide: 12; Knowledge (Dungeoneering): 4; Knowledge (Geography): 3; Knowledge (Nature): 6; Listen: 12; Move Silently: 11; Ride: 11; Spot: 10; Survival: 12; Use Rope: 8;

Feats:  Armor Proficiency (Light), Dodge, Endurance, Improved Two-Weapon Fighting, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)

Alignment:  Neutral Good

 Possessions:  Rapier +2 (Small/Ironwood (+1)); Ring of Force Shield; Celestial Armor (Small);
Magic Item Prepared Spell List:  Ranger (CL 8):              
Ranger - Spells per Day: (0/2/1 :12 + spell level);

Level 1: Animal Messenger, Delay Poison, Detect Poison, Entangle, Hide from Animals, Magic Fang, Pass without Trace, Speak with Animals, Summon Nature's Ally I

Level 2: Barkskin, Cat's Grace, Cure Light Wounds, Speak with Plants,

Zen was always a wanderer, finding his way into different places and making allies. Knows a dozen languages, he loves to drink to excess, and steal from a good friend hiding an item and promising that it wasn't him. His friends know his mischievous side - but he is always the first one into battle to help his allies.

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Inthek
Male Half-Orc; Medium Humanoid ( Orc ) Monk8
 Hit Dice:  (8d8)+8 Hit Points:  49
Initiative:  +4 Speed:  Walk 50 ft.
AC:  18 (touch 15, flatfooted 18)

Attacks:  *Sai +2 +11/+6; *Sai +2 (Thrown) +8/+3; *Flurry of Blows +8/+8/+3;
Damage:  *Sai +2 1d4+5; *Sai +2 (Thrown) 1d4+2; *Flurry of Blows 2d6+3;
Vision:  Darkvision (60 ft.)

Special Attacks:  Flurry of Blows, Ki Strike

Qualities:  Darkvision, Evasion, Humanoid Traits, AC Bonus, Fast Movement, Orc Blood, Purity of Body, Slow Fall, Still Mind, Weapon and Armor Proficiency, Wholeness of Body

Saves:  Fortitude: +7, Reflex: +6, Will: +9
Abilities:  STR 17 (+3), DEX 11 (+0), CON 12 (+1), INT 11 (+0), WIS 16 (+3), CHA 9 (-1)

Skills:  Balance: 7; Climb: 8; Concentration: 6; Diplomacy: 4; Escape Artist: 5; Heal: 3; Hide: 5; Jump: 18; Move Silently: 5; Sense Motive: 3; Survival: 3; Swim: 3; Tumble: 7
Feats:  Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Sai), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Alignment:  Lawful Good

Possessions:  Amulet of Natural Armor +3; Sai +2; Belt, Monk's; Flurry of Blows;

A dishonored slave, he was forced into a deadly arena to be sacrificed for the amusement of the crowd along with a dozen other prisoners. He did not flinch, merely kneeling down and accepting his fate. The monks of the Purple Zeal rescued him and began to teach him their ways. He failed their test to join the order - but has soaked up their training becoming an unofficial member and a representative for the lower classes. His Order volunteers him out for missions to be the lawful sneak. His two rules - no slaves and no poison. He doesn`t know the Zeal will change their bylaws at his request to accept him as a full member...but he must come to them to ask.

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Lezza Lethe Female Halfling; Small Humanoid ( Halfling )
Druid8 Hit Dice:  (8d8)+24 Hit Points:  74
Initiative:  +3 Speed:  Walk 20 ft. AC:  18 (touch 14, flatfooted 15)
Attacks:  *Sickle +1 (Small) +6/+1;
Damage:  *Sickle +1 (Small) 1d4-1;

Special Qualities:  Animal Companion, Humanoid Traits, Nature Sense, Racial Traits, Resist Nature's Lure, Spontaneous casting - Summon Nature's Ally, Trackless Step, Weapon and Armor Proficiency, Wild Empathy, Wild Shape, Woodland Stride

Saves:  Fortitude: +10, Reflex: +6, Will: +10
Abilities:  STR 7 (-2), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 17 (+3), CHA 12 (+1)

Skills:  Concentration: 13; Concentration (Cast defensively): 17; Diplomacy: 6; Handle Animal: 6; Heal: 9; Hide: 7; Knowledge (Nature): 10; Listen: 10; Ride: 9; Spot: 8; Survival: 12; Survival (Natural environments): 14;

Feats:  Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Mounted Combat, Shield Proficiency

Alignment:  True Neutral

 Possessions:  Amulet of Health +4; Bracers of Armor +3; Sickle +1 (Small); Mithral Shirt (Small); Horseshoes of a Zephyr* (For her wolf companion)

Mr Bitey - Wolf Companion HD 6d8+18 (45 hp); Init +2; Spd 50 ft. AC  14 touch 11, flat-footed 12 BAB /Grapple: +4/+15; Attack: Bite +11 melee (1d8+10); SA Trip  Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +7, Will +6; Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite)

Druid - Spells per Day: (6/5/4/4/2 DC:13 + spell level);

Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I

Level 2: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape

Level 3: Call Lightning, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang, Greater, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall

Level 4: Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV

Lezza was a city worker until she found herself in the gardens speaking to an avian, the city druids realized she had potential. She has since worked with them in completing missions. She hasn't failed any missions but many of her kin doesn't like her, as she ignores humans to speak with animals and plants. She always finishes her missions but then she dissapears at the end of them for weeks at a time just to spend it in the wilderness whee she doesn`t have to speak to anyone.

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Sassazak (Sassy)
Male Half-Elf; Medium Humanoid ( Elf )
Sorcerer8 Hit Dice:  (8d4)+16 Hit Points:  40
Initiative:  +3 Speed:  Walk 40 ft.
AC:  16 (touch 13, flatfooted 13) Includes Mage Armor - assume cast for the full daytime at AC 20
Attacks:  *Quarterstaff (Darkwood) +4; *Quarterstaff (Darkwood/Head 1 only) null; *Quarterstaff (Darkwood/Head 2 only) null;
Damage:  *Quarterstaff (Darkwood) 1d6-1/-1; *Quarterstaff (Darkwood/Head 1 only) 1d6-1; *Quarterstaff (Darkwood/Head 2 only) 1d6-1;

Special Qualities:  +2 racial bonus on Listen, Search, and Spot checks., Elven Blood, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light Vision, Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it, Racial Traits, Summon Familiar, Weapon and Armor Proficiency, Weapon Proficiency

Saves:  Fortitude: +4, Reflex: +5, Will: +7
Abilities:  STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 15 (+2), WIS 13 (+1), CHA 18 (+4)

Skills:  Bluff: 12; Concentration: 12; Concentration (Cast defensively): 16; Diplomacy: 10; Gather Information: 8; Intimidate: 7; Jump: 8; Knowledge (Arcana): 12; Search: 4; Spellcraft: 15; Use Magic Device: 7; Use Magic Device (Scroll): 9

Feats:   Combat Casting, Simple Weapon Proficiency, Spell Focus (Evocation), Spell Penetration  (Replace spells with healing same as a cleric.)

Alignment:  Neutral Good

 Possessions:  Amulet of Health +2; Bracers of Armor +3; Quarterstaff (Darkwood); Boots of Striding and Springing;

Sorcerer - Spells per Day: (7/7/6/4 - DC:14 + spell level);
Level 1: Charm Person (Will DC 16) , Grease (Ref DC 16) , Mage Armor**, Magic Missile (2d5 X 4), Unseen Servant
Level 2: Acid Arrow (2d5 for 3 rounds - touch atk), Mirror Image (1-4 + 2 images), Web (DC 16)
Level 3: Deep Slumber (DC 17 - 10 HD), Dispel Magic
Level 4: Polymorph Self  (8 min,  Willing creature touched, get restored hp as if slept at end)

Sassy is a half breed that was disavowed by her elven family and never did know her human father. She took to theft before realizing her dreams were leading her to magic study.
She was welcomed by an older female cleric of her kin, who trained her at a church of the shining light.  Is now apart of the church, being treated as a member and takes missions when requested by the elders. Is looking to get enough funds to build a tower.


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Guinny Female Human; Paladin8
 Hit Dice:  (8d10)+16 Hit Points:  76
Initiative:  +1 Speed:  Walk 20 ft.

AC:  23 (touch 11, flatfooted 22)
Attacks:  *+2 Mace, Heavy +14/+9;
Damage: *Mace, Heavy 1d8+5;

Special Attacks:   Smite Evil, Turn Undead
Special Qualities:   Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Humanoid Traits, Lay on Hands, Remove Disease, Special Mount,

Saves:   Fortitude: +10, Reflex: +5, Will: +6
Abilities:   STR 17 (+3), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)

Skills:   Concentration: 5; Diplomacy: 10; Handle Animal: 5; Heal: 5; Knowledge (Nobility and Royalty): 5; Knowledge (Religion): 5; Sense Motive: 6; Spot: 2; Survival: 2

Feats:  Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Extra Turning, Improved Critical (Mace (Heavy)), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Mace (Heavy))

Alignment:   Lawful Good
 Possessions:   Gauntlets of Ogre Power; Mace, Heavy; Ring of Mind Shielding; Dragonhide Plate; Lion's Shield; +2 Mace;

Class Prepared Spell List:  Paladin (CL 8):              
Paladin - Spells per Day: (2/1 DC:12 + spell level);
Level 1: Bless, Create Water, Cure Light Wounds, Detect Poison, Divine Favor, Endure Elements, Read Magic, Resistance,
Level 2: Bull's Strength, Delay Poison, Owl's Wisdom, Remove Paralysis, Resist Energy, Zone of Truth

Guinny was once a rugged villian until a magical accident changed him into a female. She was asked to stay in the form from a church elder as a penance but she didn't realize that the magic needed to be undone within a certain time frame, she is stuck in this form. She has accepted her situation and has learned humility and faith.  Unsure if she is able to change back and has given up trying as she has made friends, most of them don't know her history.