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    Neraka - Shifter

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    whit10

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    Neraka - Shifter

    Post  whit10 on Wed Feb 26, 2014 9:26 pm

    Ya know, we had a good thing here centuries ago.  Sure, the Apache and Navajo and Comanche fought each other and fought other tribes as well.  But we never tried to actually wipe other tribes out.  We didn’t come into a place and say “this is our land now and all of you have to dress like us, worship our god and stink worse than a pile of horse manure.’  Then the white man showed up… first it was the Spanish: dirty, arrogant and very blood thirsty.  Then it was the French: lewd, filthy and too interested in furs to be of much use.  Then the damned Americans arrived and my people thought they would just be a temporary problem, like the Spanish had been.

    Now look at what’s happened.  I can’t say that the white man brought this strange apocalypse upon us but they’ve screwed us in every other way possible… so why not this too?  I just don’t understand these people… hell, they even persecute MY people!  And not just half-orcs, but elves, dwarves… the whole damned bunch!  

    …this recent development on the other hand… my entire tribe being wiped out by these, things… that ISN’T the white man’s fault.  So, it’s time to sharpen my claws, brush my fur and sit down for a nice meal of monster stew.

    …then me and whitey can have it out.  I won’t forget what the Texans did to my people.


    Neraka was born to a Comanche woman that had been violated by a half-orc during the first wave of the ‘outlanders’.  Since she was an important figure in the tribe, she was not shunned and was allowed to give birth to the child.  It happened on a night with a full lunar eclipse… something that the Medicine Man said was both a good and a bad sign.  He forecast that the child would be a great warrior for the Comanche but that he would also carry a powerful curse that would set him apart from his people.  Neraka, when enraged, turns into a 9 foot tall, black were-wolf with a tail and sharp spines along his back.  Despite this appearance, his tribe valued his abilities and considered him amongst their fiercest warriors.

    One night, not long ago, Neraka came back from hunting to find his tribe wiped out.  All of them had been killed and the bodies were twisted into grotesque shapes.  Despite his grief, Neraka sang the mourning song and honored his tribe for three days when he was granted a vision by the Great Spirit.  The Great Spirit showed him how he might avenge his tribe and possibly save the world from the same menace that killed his people.  While Neraka has no love for white people (especially Texans), he has set this prejudice aside to investigate what happened to his people.  The vision given to him by the Great Spirit also instructed Neraka to learn harmony between all things: good and evil, order and chaos.  The Great Spirit told him to remember his training as a servant of nature and to cleanse the world of this new abomination.   

    His travels have led him to a town in the west called Pestilence.  There are rumors that more of these monsters have been seen near there.  While in Pestilence, Neraka trains horses, dogs and other creatures that the Great Spirit has provided to aid the people.  He also works as an expert tracker and guide.

    You ain't never seen a stranger site than a Comanche Half-Orc with a small mouse on his shoulder that does tricks...




    Neraka
    Half-Orc   Class: Shifter/Druid    9th  level   Alignment: CN
    Age: 17 (1 year for Shifter, 6 for Druid)

    Str:   19 +4
    Dex: 15 +2
    Con: 22 +6
    Int:   10
    Wis: 14  +2
    Cha: 6  -2
    Pts. at 5th level: Str. and Con.

    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

    Class Abilities:
    Core:
    Shifter:
    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.



    Druid:
    Druids start with the following abilities at 1st level.
    Druidic Rite: You enjoy a +2 bonus on Handle Animal,
    Nature, Religion, and Survival checks. Also, you speak Druidic, the
    secret language of druids.
    Fey Gift: You know 1 druid basic magic ability of your choice.
    Speak With Animals M: For 5 minutes, you can ask questions
    and receive answers from animals. They are not necessarily
    cooperative or knowledgeable. The animal performs a small favor on
    successful DC 15 Handle Animal check. Costs 1 vitality.

    Basic Tier:
    - (Druid Power bonus) – Animal Helper (M)
    - Druid Power: Good Berry – 2d4 berries, 1 wound pt. or 1d4 vitality per berry
    -Bear’s Endurance: Apply a +5 bonus on Endurance checks.
    +5 bonus on saves to resist abilities that cause fatigue or exhaustion.
    - 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
    -Keen Feet: Boost Acrobatics and Perception checks by +5.
    -Longstrider: Boost your speed by +10 ft for 1 hour. Costs 1 vitality.
    -Nature’s Ally: +5 to Handle Animal or +10 once daily
    -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.
    -Track: +5 to Survival or +10 in Natural Environment
    - 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.
    - 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.
    -Shifter Ace: You suffer no attack penalty while using Ravage.
    -Shifter Blood: Once daily, you heal all wound damage.
    ¬- Second Wind – Once daily, after 1 minute of rest, recover 4d6 vitality.
    -Scent: You can detect creatures within 30 ft by sense of smell. : Upwind, the range increases to 60 ft., downwind, the range drops to 15 ft.

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

    Theme:  Dilettante
    Minor:
    -  Cross-Training – Sorcerer –Great Fortitude
    - Versatile Attribute Boost: Choose one non- prime class ability and increase it +1:  Dex
    -Free Minded:  Once daily, when you fail to resist an attack using Will, you immediately reroll and take the better of the 2 results.

    Major:
    -Revitalizing Fun: Once daily after 1 minute of disruptive, random activity
    you recover 4d6 vitality: requires Free Minded.

    Skills:
    Acro: +7
    Athletics: +18, +5 if large
    Endurance: +13
    Handle Animal: +13
    Heal: +3
    Intimidate:  +6
    Nature: +4
    Perception: +9
    Religion: +2
    Survival: +16
    Stealth: +4, -5 if large

    Combat:  
    Vitality:  51 current 51 Initiative: +2
    Wound Points: 13 (+5 if large)  Current 18/18
    DR: +4 (+8 for one hour)

    Attacks:
    Bite: +14 to hit, 4d6+4 damage or +6 damage if large
    Claws: +14 to hit, 4d6+4 damage or +6 damage if large
    Spiny Darts: +9 1d10 +8
    Movement: 30’, +10’ w/ longstrider, +10’ w/ Large Form

    Saves:
    Fort: +14
    Reflex: +8 (+6 if large)
    Will: +8
    +2 bonus on saves to resist disease, poison, and nausea. +5 vs. fatigue or exhaustion
    +2 vs. all magic abilities

    Magic Items:
    Protective Bracelet:  +4 to DR for one hour – 1 vitality
    Ring of Energy Resistance: +2 DR vs. all energy types
    Amulet of Magic Resistance: +2 to Saves vs. magic abilities
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    Last edited by whit10 on Sat Jun 14, 2014 12:16 am; edited 13 times in total
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    Re: Neraka - Shifter

    Post  whit10 on Wed Feb 26, 2014 9:26 pm

    ...not done yet.  Looking for ways to flesh him out a bit more and NOT just be a giant killing machine.... Shaman?
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    Re: Neraka - Shifter

    Post  Robyo on Thu Feb 27, 2014 7:32 am

    Looks good, Josh. Remember, Specialist theme cannot multiclass. If you want another theme, Arcanist would allow you to pick up some Shaman (or any magical) abilities, without having to fiddle around/switch with the class powers you've already chosen.

    I really like your guy's background. Makes me think he'd give Tommy (a Texan) a real whipping if he ever met him!
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    Re: Neraka - Shifter

    Post  whit10 on Thu Feb 27, 2014 10:11 am

    He'd eat Tommy's liver. lol

    thanks for the tip on Arcanist, I'll check it out
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    Re: Neraka - Shifter

    Post  whit10 on Thu Feb 27, 2014 8:36 pm

    After further review, I'll just have to role play him well... can't see much room for diversifying with other classes or Themes. I like the build the way it is and, since you can only choose from 3 other classes (and not Blackguard since they have to be evil), it's kinda pointless.

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    Re: Neraka - Shifter

    Post  Chirs2 on Thu Feb 27, 2014 9:34 pm

    whit10 wrote:After further review, I'll just have to role play him well... can't see much room for diversifying with other classes or Themes.  I like the build the way it is and, since you can only choose from 3 other classes (and not Blackguard since they have to be evil), it's kinda pointless.


    One thing I love about Radiance is the flexibility, there is ALWAYS a way around restrictions.

    Dilettante theme (you can switch once or twice) offers an ability that lets you take ANY class as your multi-class Wink

    Multiclassing: Select a class different from your own and
    add it to your list of multiclass options. You must meet qualifications
    such as alignment to pursue the class, as usual. See page 39


    Rob is spot-on with Arcanist, but Dilettante (can you tell this is my FAVORITE theme) also has the following

    Cross-Training: Select a class other than your own. You
    learn 1 basic ability for which you qualify from that class. You must
    meet all the ability’s prerequisites. Use the class’s prime attribute to
    resolve that ability. You may take this award more than once. Each
    time, select a basic ability from a different class.


    this lets you take any ability, not just Magic ones, the only catch is you can only borrow from each class once per tier. you can basically take a multiclass, without actually multi-classing  cheers 

    If you look at Virgil, I indulged heavily in Dilettante  drunken
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    Re: Neraka - Shifter

    Post  whit10 on Thu Feb 27, 2014 11:12 pm

    Now that I will look into. I just started to look through the other Themes and must have missed that one.
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    Re: Neraka - Shifter

    Post  whit10 on Fri Feb 28, 2014 12:19 am

    Honestly, I don't see a good fit for the Shifter even with that Theme. Multi-classing at this point just involves too many sacrifices for very little gain.
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    Re: Neraka - Shifter

    Post  Robyo on Fri Feb 28, 2014 7:32 am

    from Radiance roundup thread:

    Robyo wrote:Every character should be at 8th level, whenever we reboot the adventure. That could mean 6th level plus a Townie profession, or 5th level plus an Alder profession, or 4th level and two +2 level templates (as in JP's situation), and so on. In the end, a character's levels should equal 8th.

    Thanks for the questions and interest! I hope I'm not confusing anyone.

    Remember you can multiclass only once and switch themes only once. Don't worry about the multiclass restrictions under each race, I'm ignoring that rule.

    Townies add 2 years to a character's age, Alder adds 3 years, and a Patron adds 6 (but a character needs to be an Alder first, before gaining Patron, so I think that makes them out of reach for 8th level PCs).
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    Re: Neraka - Shifter

    Post  whit10 on Fri Feb 28, 2014 10:10 am

    thanks for the clarification but I'm sticking with the character as is. Unless someone sees something that I'm missing
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    Re: Neraka - Shifter

    Post  Robyo on Wed Mar 05, 2014 10:06 pm

    I think it's great the Shifter of the party is hunting evil shape-shifters!

    So I am to understand from your back-story, that Neraka's whole tribe was infiltrated by the face stealers and then murdered? Maybe by thier aberrant overlords? Interesting...

    How long has Neraka been in town? Where does he stay, at the hotel or rent a room or camp?

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    Re: Neraka - Shifter

    Post  whit10 on Wed Mar 05, 2014 11:07 pm

    hmm, let's talk about that. I'm thinking of dropping Acid Spittle as a basic tier power and taking Lycan Lore instead. How loose are you playing the shape shifter thing? Will that power allow me to know more about these buggers or will it just be strictly confined to lycanthropes?
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    Re: Neraka - Shifter

    Post  Chirs2 on Thu Mar 06, 2014 12:22 am

    Robyo wrote:I think it's great the Shifter of the party is hunting evil shape-shifters!

    So I am to understand from your back-story, that Neraka's whole tribe was infiltrated by the face stealers and then murdered? Maybe by thier aberrant overlords? Interesting...

    How long has Neraka been in town? Where does he stay, at the hotel or rent a room or camp?


    Even though the new Marshall is human, he was inspired by the Drack and keeps an open mind to the meta-races
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    Re: Neraka - Shifter

    Post  whit10 on Thu Mar 06, 2014 1:00 am

    I'm all for being in town already.  Possibly snooping around looking for intel on the monstrosities.  He could be a tracker for hire as well.  Again, he's set aside his hatred of whitey for now.  He'll be mostly pleasant with folks..
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    Re: Neraka - Shifter

    Post  Robyo on Thu Mar 06, 2014 7:38 am

    whit10 wrote:hmm, let's talk about that.  I'm thinking of dropping Acid Spittle as a basic tier power and taking Lycan Lore instead.  How loose are you playing the shape shifter thing?  Will that power allow me to know more about these buggers or will it just be strictly confined to lycanthropes?

    Lycan Lore is for knowledge concerning lycanthropes. The face stealears aren't like that. They're more like aberrant changelings/dopplegangers.
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    Re: Neraka - Shifter

    Post  whit10 on Thu Mar 06, 2014 7:51 pm

    ok, changes are a comin' on this guy. I think he's going to have Dilettante as a Theme and will multi-class with Druid. He'll be a great tracker that way and I can inject some more silliness into the campaign that way. jocolor 
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    Re: Neraka - Shifter

    Post  Chirs2 on Fri Mar 07, 2014 1:37 am

    whit10 wrote:ok, changes are a comin' on this guy.  I think he's going to have Dilettante as a Theme and will multi-class with Druid.  He'll be a great tracker that way and I can inject some more silliness into the campaign that way. jocolor 


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    Re: Neraka - Shifter

    Post  Robyo on Fri Mar 07, 2014 7:25 am

    Okay, sounds good. Changes are fine until we get rolling. I hope to get another background updated and work on a map this weekend.
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    Re: Neraka - Shifter

    Post  whit10 on Sat Mar 08, 2014 1:11 am

    I haven't finished editing everything yet Rob, but he's about done as far as I can tell.

    Neraka will probably, for the time being, be offering services as an animal trainer/horse breaker and Tracker (hence the high Animal Handling and Survival).  He also entertains people with a small mouse named Gerald.

    Gerald likes to steal things.  Wink
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    Re: Neraka - Shifter

    Post  Chirs2 on Sat Mar 08, 2014 1:34 am

    I like the changes!

    always good to have a bit more healing in the party, Good Berries is one of the best in Radiance given it's flexibility
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    Re: Neraka - Shifter

    Post  whit10 on Sat Mar 08, 2014 1:41 am

    Thank you.  It was worth the sacrifice of a couple powers.  Got some nice stuff and better story to go with it.

    I'll update his storyline tomorrow.

    Age Roll: 1d4 -shifter, 3d4 druid

    Roll(4d4)+0:
    1,3,2,1,+0
    Total:7
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    Re: Neraka - Shifter

    Post  whit10 on Mon Mar 10, 2014 8:50 pm

    Forgot to add that Neraka also carries a good knife and a decent bow and arrow set... just for appearances Wink

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