MintyThe1st
2017-02-20, 03:18 AM
Vighro the Beast lvl 13 (Druid 13)
Neanderthal
Chaotic Neutral
HP 169/169
str 21 +5
dex 16 +3
con 20 +5
int 12 +1
wis 19 +4
cha 10 +0
AC 18 flat 15(cant) touch 13
DR
SR
hit 16/11 melee, 14/9 ranged
BAB 9
init: 3(8 primal instinct)
fort: 13
ref: 7(12 primal speed)
will: 12
move: 30(40 Primal speed)
language: common, druidic, draconic
weapon: Masterwork Greatclub (1d10+7) Shillelagh(3d8+8) (Brambles +10)
Masterwork Composite Shortbow (1d6+5)
Masterwork Quarterstaff(Spellstaff: Heal) (1d4+5)
spells:
0th:6 create water, detect poison(2), detect magic(2), light
1st:6 Produce flame, Speak with animals(2), Reduce Animal, Shillelagh(2),
2nd:6 Brambles, Bear's Endurance(2), Animalistic Might, Resist energy, Primal hunter,
3rd:5 greater magic fang, Poison(2), speak with plants, Primal instinct,
4th:5 flame strike(3), Hibernal healing, Primal senses,
5th:3 Animal growth, stoneskin, tree stride,
6th:2 Wall of Stone, Primal speed,
7th:1 heal
abilities: Primitive Weapon Mastery, Climate Tolerant, Human Blood, Illiteracy, animal
companion, nature sence, wild empathy(+2), woodland stride, trackless step, resist
nature's lure, wildshape 4/day (large-tiny, plant, dragon), a thousand faces, Uncanny
dodge (2 primal spells active), improved uncanny dodge (all primal spells active)
Immunities:
armour: masterwork white dragonhide breastplate
items: Primitive Fur Clothing, primitive stone tools, White dragon skull(worn on head)
Feats: natural bond, Spontanious healing, natural spell, Dragon Cohort, Dragon
wildshape,
Skills: (primal bonus': +5 listen, spot, survival, climb, jump, and swim)
Concentration 16 CON no no
Craft 0 INT no no
Diplomacy 0 CHA no no
Handle Animal 16 CHA yes no
Heal 0 WIS no no
Knowledge (nature) 15 INT+2 yes no
Knowledge (religion) 4 INT yes no
Listen 10 WIS+7 no no
Profession 0 WIS yes no
Ride 0 DEX+2 no no
Speak Language 1(CC) None no no
Spellcraft 0 INT yes no
Spot 10 WIS+7 no no
Survival 5 WIS+9 no no
Swim 2 STR+5 no yes
Dragon Cohort:
Snowy (Wyrmling White Dragon)
Size/Type: Tiny Dragon
Hit Dice: 3d12+9d6(Ninja)+60 (150)
Initiative: 0
Speed: 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
Armor Class: 18 (+2 size, +2 natural, +4 Ninja), touch 16, flat-footed 18
Base Attack/Grapple: +9/+7
Attack: +15 bite (1d4+4) or +15 claw 1d3+2)
Full Attack: +15 bite (1d4+4) and 2 +13 claws (1d3+2)
Space/Reach: 2.5ft/0ft
Special Attacks: Cone of cold (1d6 DC15 Ref)
Special Qualities: Icewalking, immunity to cold, vulnerability to fire, Ki Power
10/day, Sudden strike +5d6+12, trapfinding, Ghost step
(invisible, ethereal), poison use, Ki Dodge, Ghost Strike,
Improved Poison Use,
Saves: fort +11 ref +9 will +10
Abilities: STR 18, DEX 10, CON 20, INT 8, WIS 16, CHA 8
Skills: Listen +17, Spot +17, Search +13, Hide +23, Move Silently +15
Feats: Flyby attack, Multi-attack, Craven, Enduring Ki, Expanded ki
pool
Animal companion:
Kitty (Smilodon)
Size/Type: Large Animal(Warbeast)
Hit Dice: 14d8+84 (198)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 20 (–1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +10/+22
Attack: Bite +18 melee (2d6+9/x3)
Full Attack: Bite +18 melee (2d6+9/x3) and 2 claws +13 Melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: augment critical, improved grab, pounce, rake (1d6+4)
Special Qualities: Low-light vision, scent, link, share spells, evasion, devotion,
Saves: Fort +14, Ref +12, Will +12
Abilities: Str 29, Dex 16, Con 20, Int 2, Wis 16, Cha 6
Skills: Balance +10, Hide +4(10), Jump +21, Listen +10, Move Silently
+10, Spot +10
Feats: Alertness, Dodge, Mobility, Spring attack, Improved toughness,
Soon i'll be playing a Neanderthal druid from the far north. he'll be a fairly typical primitive caveman type character, so i was wondering what good wildshapes or spells or summons i could use.
Neanderthal
Chaotic Neutral
HP 169/169
str 21 +5
dex 16 +3
con 20 +5
int 12 +1
wis 19 +4
cha 10 +0
AC 18 flat 15(cant) touch 13
DR
SR
hit 16/11 melee, 14/9 ranged
BAB 9
init: 3(8 primal instinct)
fort: 13
ref: 7(12 primal speed)
will: 12
move: 30(40 Primal speed)
language: common, druidic, draconic
weapon: Masterwork Greatclub (1d10+7) Shillelagh(3d8+8) (Brambles +10)
Masterwork Composite Shortbow (1d6+5)
Masterwork Quarterstaff(Spellstaff: Heal) (1d4+5)
spells:
0th:6 create water, detect poison(2), detect magic(2), light
1st:6 Produce flame, Speak with animals(2), Reduce Animal, Shillelagh(2),
2nd:6 Brambles, Bear's Endurance(2), Animalistic Might, Resist energy, Primal hunter,
3rd:5 greater magic fang, Poison(2), speak with plants, Primal instinct,
4th:5 flame strike(3), Hibernal healing, Primal senses,
5th:3 Animal growth, stoneskin, tree stride,
6th:2 Wall of Stone, Primal speed,
7th:1 heal
abilities: Primitive Weapon Mastery, Climate Tolerant, Human Blood, Illiteracy, animal
companion, nature sence, wild empathy(+2), woodland stride, trackless step, resist
nature's lure, wildshape 4/day (large-tiny, plant, dragon), a thousand faces, Uncanny
dodge (2 primal spells active), improved uncanny dodge (all primal spells active)
Immunities:
armour: masterwork white dragonhide breastplate
items: Primitive Fur Clothing, primitive stone tools, White dragon skull(worn on head)
Feats: natural bond, Spontanious healing, natural spell, Dragon Cohort, Dragon
wildshape,
Skills: (primal bonus': +5 listen, spot, survival, climb, jump, and swim)
Concentration 16 CON no no
Craft 0 INT no no
Diplomacy 0 CHA no no
Handle Animal 16 CHA yes no
Heal 0 WIS no no
Knowledge (nature) 15 INT+2 yes no
Knowledge (religion) 4 INT yes no
Listen 10 WIS+7 no no
Profession 0 WIS yes no
Ride 0 DEX+2 no no
Speak Language 1(CC) None no no
Spellcraft 0 INT yes no
Spot 10 WIS+7 no no
Survival 5 WIS+9 no no
Swim 2 STR+5 no yes
Dragon Cohort:
Snowy (Wyrmling White Dragon)
Size/Type: Tiny Dragon
Hit Dice: 3d12+9d6(Ninja)+60 (150)
Initiative: 0
Speed: 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
Armor Class: 18 (+2 size, +2 natural, +4 Ninja), touch 16, flat-footed 18
Base Attack/Grapple: +9/+7
Attack: +15 bite (1d4+4) or +15 claw 1d3+2)
Full Attack: +15 bite (1d4+4) and 2 +13 claws (1d3+2)
Space/Reach: 2.5ft/0ft
Special Attacks: Cone of cold (1d6 DC15 Ref)
Special Qualities: Icewalking, immunity to cold, vulnerability to fire, Ki Power
10/day, Sudden strike +5d6+12, trapfinding, Ghost step
(invisible, ethereal), poison use, Ki Dodge, Ghost Strike,
Improved Poison Use,
Saves: fort +11 ref +9 will +10
Abilities: STR 18, DEX 10, CON 20, INT 8, WIS 16, CHA 8
Skills: Listen +17, Spot +17, Search +13, Hide +23, Move Silently +15
Feats: Flyby attack, Multi-attack, Craven, Enduring Ki, Expanded ki
pool
Animal companion:
Kitty (Smilodon)
Size/Type: Large Animal(Warbeast)
Hit Dice: 14d8+84 (198)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 20 (–1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +10/+22
Attack: Bite +18 melee (2d6+9/x3)
Full Attack: Bite +18 melee (2d6+9/x3) and 2 claws +13 Melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: augment critical, improved grab, pounce, rake (1d6+4)
Special Qualities: Low-light vision, scent, link, share spells, evasion, devotion,
Saves: Fort +14, Ref +12, Will +12
Abilities: Str 29, Dex 16, Con 20, Int 2, Wis 16, Cha 6
Skills: Balance +10, Hide +4(10), Jump +21, Listen +10, Move Silently
+10, Spot +10
Feats: Alertness, Dodge, Mobility, Spring attack, Improved toughness,
Soon i'll be playing a Neanderthal druid from the far north. he'll be a fairly typical primitive caveman type character, so i was wondering what good wildshapes or spells or summons i could use.