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    Neraka half orc shifter

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    Chris

    Posts : 5098
    Join date : 2011-10-26

    Character Information
    Hit points:
    24/24  (24/24)
    Action Points:
    0/0  (0/0)
    Character Sheet:

    Neraka half orc shifter

    Post  Chris on Thu Oct 17, 2013 2:06 pm



    Half-Orc  Shifter     1st level

    Str: 19
    Dex: 14
    Con: 20
    Int: 10
    Wis: 12
    Cha: 6


    Physical Traits:  +2 to Str. and Con., -2 to Cha.  
    Darkvision:
    Dual Heritage: For all effects related to race, you are considered
    both an orc and a human.
    Endurance: Apply a +5 bonus on Endurance checks. Also,
    you enjoy a +5 bonus to resist abilities that cause fatigue or exhaustion.
    Iron Body: Apply a +2 bonus on saves to resist disease, poison,
    and nausea.
    Orc Skills: Like orcs, half-orcs may awe foes by displaying their
    brawn and fierce demeanor. Apply a +2 bonus on Athletics and Intimidate
    checks.

    Race Abilities:
    Rare Attribute: increase one attribute by +1 (Con)
    Toughness:  Boost Max Wounds by +3
    Feral Child: Some half-orcs grow
    up alone in woods or badlands, either to avoid
    others’ taunts or because they are exiled. You
    enjoy a +2 bonus on Athletics, Endurance,
    Handle Animal, Perception, and Survival
    checks.

    Class Abilities:
    Core:
    Night Senses: You gain low-light vision
    Outdoor Athlete: Boost Athletics and Survival checks by +5.
    Wereform: As a swift action, for 5 minutes you transform
    into a tough, snarling animalistic hybrid form. While transformed,
    you enjoy a +1 bonus to attack rolls and +2 DR. Also, you gain a
    bite that delivers 1d8 damage and claws that deliver 1d6 damage to
    an adjacent foe when you beat its Reflex. You may use either attack
    as a standard action. Add your Strength modifier to the damage dealt.
    The transformation cannot occur in metal armor. Costs 1 vitality.

    Basic Tier:
    Ravage: When using Wereform, you can make a bite attack and
    a claws attack as a single standard action. You suffer a -2 penalty on all
    your attack rolls that round.

    Theme:  Specialist
    Bonus Class Ability: Select 1 basic ability listed under
    your class. You learn and can use that ability.

    Skills:
    Acro: +2
    Athletics: +13
    Endurance: +7
    Handle Animal: +3
    Intimidate:  +6
    Perception: +3
    Survival: +8

    Combat:  

    Wound Points: 13

    Attacks:
    Bite  +6 to hit, 1d8+4 damage
    Claws: +6 to hit, 1d6+4 damage

    Saves:
    Fort: +7
    Reflex: +4
    Will: +1[/quote]
    avatar
    Chris

    Posts : 5098
    Join date : 2011-10-26

    Character Information
    Hit points:
    24/24  (24/24)
    Action Points:
    0/0  (0/0)
    Character Sheet:

    Re: Neraka half orc shifter

    Post  Chris on Thu Oct 17, 2013 2:06 pm

    whit10 wrote:Heh... 10th level version. Twisted Evil

    Half-Orc Shifter 10th level

    Str: 21 +5
    Dex: 14 +2
    Con: 22 +6
    Int: 10
    Wis: 13 +1
    Cha: 6 -2

    Physical Traits: +2 to Str. and Con., -2 to Cha.
    Darkvision:
    Dual Heritage: For all effects related to race, you are considered
    both an orc and a human.
    Endurance: Apply a +5 bonus on Endurance checks. Also,
    you enjoy a +5 bonus to resist abilities that cause fatigue or exhaustion.
    Iron Body: Apply a +2 bonus on saves to resist disease, poison,
    and nausea.
    Orc Skills: Like orcs, half-orcs may awe foes by displaying their
    brawn and fierce demeanor. Apply a +2 bonus on Athletics and Intimidate
    checks.

    Race Abilities:
    Rare Attribute: increase one attribute by +1 (Con)
    Toughness: Boost Max Wounds by +3
    Feral Child: You enjoy a +2 bonus on Athletics, Endurance,
    Handle Animal, Perception, and Survival checks.
    Iron Will: +2 to Will saves
    Blood for Blood: Once daily, when you deal wound
    damage to a foe, you do an additional +2 wound damage and also
    recover 2 vitality.

    Class Abilities:
    Core:
    Night Senses: You gain low-light vision
    Outdoor Athlete: Boost Athletics and Survival checks by +5.
    Wereform: As a swift action, for 5 minutes you transform
    into a tough, snarling animalistic hybrid form. While transformed,
    you enjoy a +1 bonus to attack rolls and +2 DR. Also, you gain a
    bite that delivers 1d8 damage and claws that deliver 1d6 damage to
    an adjacent foe when you beat its Reflex. You may use either attack
    as a standard action. Add your Strength modifier to the damage dealt.
    The transformation cannot occur in metal armor. Costs 1 vitality.


    Basic Tier:
    -Bear’s Endurance: Apply a +5 bonus on Endurance checks.
    +5 bonus on saves to resist abilities that cause fatigue or exhaustion.
    - Cat Fall: As an immediate action, subtract 30 ft from the
    distance fallen when computing falling damage.
    - Fast Climber: Boost Athletics checks by +5. Also, when
    climbing, you move at your normal speed (rather than ½ speed) and
    are not defenseless.
    -Ravage: Claw and Bite in were form as standard attack, -2 to both attacks
    - Jump: You leap outward, downward or upward up to 30 ft as a
    standard action without a running start or Athletics check or fear of
    harm on impact. Costs 1 vitality.
    -Keen Feet: Boost Acrobatics and Perception checks by +5.
    -Longstrider: Boost your speed by +10 ft for 1 hour. Costs 1 vitality.
    - Lycan Lore: Apply a +5 bonus on Bluff, History, Insight,
    Nature, and Perception checks when dealing with lycanthropes or
    recalling lore about lycanthropes. Also, you speak Sylvan.
    -Offensive Maneuver Training: Trip. +5 to your attack roll. Also add +5 to your save
    when someone else targets you with the ability.
    -Spiny Darts: You project a volley of spikes. Creatures along
    a 60-ft line suffer 1d10 damage + 1 per level if you beat their Reflex.
    Requires Wereform. Costs 1 vitality.
    -Trip: An adjacent foe must resist using Reflex or be knocked to
    the ground, suffer 1d6 damage, and be made prone.
    - Wilder: You enjoy a +2 bonus on Handle Animal, Heal, Intimidate,
    Nature, and Stealth checks.

    Intermediate Tier:
    - Beasthide: This improves Wereform to grant a total of +4 DR.
    - Far Jump: This improves Jump to safely take you out to 90
    ft. Costs 2 vitality.
    - Horrid Wereform: This improves Wereform to offer a
    +2 attack bonus, 2d8 bite damage, and 2d6 claws damage.
    - Large Wereform: When using Wereform, you can grow
    1 size category. A larger size doubles height, applies a -2 penalty
    on Reflex, a +2 bonus on damage rolls, a +5 bonus on Athletics
    checks, +5 wound points, +10 ft speed, a +5 bonus to resist Bull
    Rush, Grapple, and Trip attacks, a -5 penalty on Stealth checks, and
    a 8x weight increase. Activating this ability destroys any nonmagical
    clothing or armor you wear except pants.
    -Rapid Trip: This improves Trip to be usable as a move action.
    - Roar: All living foes within 30 ft and hearing range are shaken
    for 5 minutes, or 1 round if they resist using Will. Costs 2 vitality.
    -Shifter Ace: You suffer no attack penalty while using Ravage.
    -Shifter Blood: Once daily, you heal all wound damage.

    - Tail Swipe: You grow a tail. The tail is a melee
    attack with a 10-ft reach. If you hit, your foe suffers 1d6
    damage and is knocked prone if you beat its Reflex. Add
    your Strength modifier to the damage dealt.

    Advanced Tier:
    - Rapacious Wereform: This improves Horrid Wereform
    to offer a +3 attack bonus, 4d6 bite damage, and 4d6 claws damage.

    Theme: Specialist
    Minor:
    -Bonus Class Ability: Select 1 basic ability listed under
    your class. You learn and can use that ability.
    - Prime Attribute Boost: Constitution
    -Vitality Boost: Boost your maximum vitality by +3 points.
    -Reserve Power: Select 1 ability you know that has a vitality
    cost. Once daily, you may use the ability at no cost. (Spiny Darts)

    Major:
    -Revitalizing Genius: Once daily after 1 minute of
    intense thought and resolute focus, you recover 4d6 vitality. Requires
    Reserve Power.
    -Resist Your Own: You enjoy a +5 bonus on saves to resist
    abilities of your own class that target you.

    Skills:
    Acro: +7
    Athletics: +19, +5 if large
    Endurance: +13
    Handle Animal: +5
    Heal: +3
    Intimidate: +8
    Nature: +2
    Perception: +8
    Survival: +8
    Stealth: +4, -5 if large

    Combat:
    Vitality: 59
    Wound Points: 13 (+5 if large)
    DR: +4





    Attacks:
    Bite +14 to hit, 4d6+5 damage or +7 damage if large
    Claws: +14 to hit, 4d6+5 damage or +7 damage if large
    Trip Attack: + 18, move action
    Tail Attack: 10’ reach, +11 to hit, 1d6 +5 damage and knocked prone

    Movement: 30’, +10’ w/ longstrider, +10’ w/ Large Form
    Saves:
    Fort: +12
    Reflex: +9 (+7 if large)
    Will: +8
    +5 vs. Trip attempts

      Current date/time is Tue Dec 12, 2017 11:41 pm