Stromhold Citystate - [Contest] My Villainous Big Bad Boss.   Posted by Aranamarunda.Group: 0
Giel
 player, 39 posts
 Aargh'
Wed 15 Oct 2008
at 11:06
Re: [Contest] My Villainous Big Bad Boss
Ja, updaten bij mij duurt langer dan ik dacht... was binnen 15 min klaar met downloaden maar nu doet de install er nogal lang over.
Aranamarunda
 GM, 473 posts
 Welcome to Aranamarunda's
 Magical Emporium
Wed 15 Oct 2008
at 11:09
Re: [Contest] My Villainous Big Bad Boss
Waar vind je die lyc template?
Giel
 player, 40 posts
 Aargh'
Wed 15 Oct 2008
at 11:19
Re: [Contest] My Villainous Big Bad Boss
MM (1 uiteraard), pagina 174-177
Giel
 player, 43 posts
 Aargh'
Fri 31 Oct 2008
at 15:30
Re: [Contest] My Villainous Big Bad Boss
Voor zover ik nu kan zien heb ik alles gedaan, kun jij em nog ff controleren

--------------------------------------------------------------------------------
   Name: Thorydan, The Fury of the Wild   Gender: Male
   Type: Plant (Shapechanger)             Height: 6'4"
   Race: Elf, Were-Tiger                  Weight: 270 lb.
  Align: NE                                  Age: Unknown
   Size: M                                Leaves: Green
  Deity: Unknown                            Eyes: Green with Brown
Cls/Lvl: Ranger/5, Nature's Wrath 5         Hand: Barky gray and green
 Max HP: Elf:    16d8+64  (136 HP)
         Hybrid: 16d8+112 (184 HP)
         Animal: 16d8+80  (152 HP)        Levels: 19 (Total HD 16, LA+3)
  Speed: 30ft                         Experience:
  Birth: Unknown                          Needed:
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  16 (10)   --      +1     +4     --        --        21 / +5
DEX :  16 (10)   +2      --     +4     --        --        22 / +6
CON :  15 (08)   -2      +1     +4     --        --        18 / +4
INT :  10 (02)   --      --     --     --        --        10 / +0
WIS :  14 (06)   +2      --     --     --        --        16 / +3
CHA :  08 (--)   --      +2     --     --        --        10 / +0

Conditional Modifiers:
Weretiger Form: +12 Strength, +4 Dexterity, +6 Constitution
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: 31                         MELEE               RANGED
 Flat-Footed: 13                         Total: +18/+13/+8   Total: +19/+14/9
       Touch: 15                          Base: +13/+8/+3     Base: +13/+8/+3
        Base: 10                          Epic: --            Epic: --
       Armor: 03                      Strength: +5       Dexterity: +6
      Shield: --                          Luck: --            Luck: --
   Dexterity: +5                       Insight: --         Insight: --
      Wisdom: --                          Misc: --            Misc: --
Intelligence: --
        Size: --                           TRIP              GRAPPLE
 Enhancement: +3                         (defensive)         Total: +17
  Deflection: +5                         Total: +6            Base: +12
     Natural: +5                   Strentgh or: --            Epic: --
Natural Enh.: --                     Dexterity: +6        Strength: +5
     Insight: --                          Size: --            Size: --
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: +6
        Misc: --                     Dexterity: +6
                                         Feats: --
                                          Misc: __

Conditional:
Moderate Fortification: 75% to negate sneak attacks and critical hits
All Forms:              +5 Natural Armor
Hybrid Form:            An additional +8 Natural Armor.
Animal Form:            An additional +8 Natural Armor. Loose all other
                        protections except those derived from rings.
Damage Reduction:       10 / Silver.
Size Increase:          In Hybrid and Animal From: -1 AC and Attack for Large
                        size.

Concealment: --%

Notes:
Partial BAB Rules.
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                +14                 +15                +11
       Base:                +10                 +9                 +8
       Epic:                --                  --                 --
    Ability:                +4                  +6                 +3
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  --                 --

Conditional:
Elf:    +2 Racial Saving Throw Bonus against enchantment spells or effects.
Ranger: +4 vs spell-like abilities of fey.
Hybrid: +3 Additional Fortitude and +2 Additional Reflex.
Animal: +1 Additional Fortitude.

Notes:
Partial Save Rules.
Fortitude is good for Tigre (2+3), Ranger (2,5), and Nature's Wrath (2,5)
Reflex is good for Tigre (2+3), Ranger (2,5) and bad for Nature's Wrath (1,66)
Will is good for Nature's Wrath (2+2,5), bad for Tigre (2), Ranger (1,66)

--------------------------------------------------------------------------------
RACIAL TRAITS

ELF
Abilitu Scores:      +2 Dexterity, -2 Constitution.
Vision:              Low-Light Vision.
Immunity:            Magic sleep effects.
Saving Throws:       +2 vs enchantment spells or effects.
Weapon Proficiency:  Longsword rapier, longbow, shortbow.
Skill Bonus:         +2 to listen, search and spot.
Search:              Automatic search within 5 ft of a secret door.
Multiclass:          Wizard.


WERETIGER
Natural Lycanthrope (LA +3 with 6 Hit Dice, ECL 9)

Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of
                     a tiger.
Curse of Lycanthropy (Su): DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex): must hit with a claw or bite attack. then start a grapple as
a free action without provoking an aoo. on succes, you can rake and the target is grappled.
Pounce (Ex): in tiger form charges an opponent,then use a full attack, including
two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Tiger Empathy (Ex):  Communicate with tigers and dire tigers, and +4 racial
bonus on Charisma-based checks vs tigers and dire tigers.


Skills Bonus: In any form, weretigers have a +4 bonus on Balance, Hide, and Move
Silently checks.
In areas of tall grass or heavy undergrowth, the Hide bonus
improves to +8 in the tiger form.

Lycanthrope characters possess the following racial traits.

    * +2 Wisdom. Physical abilities are increased when a lycanthrope changes to
      its hybrid or animal forms.
    * Size same as the base creature or the base animal form.
    * Low-light vision in any form.
    * Scent in any form.
    * Racial Hit Dice: A lycanthrope adds the HD of its animal form to its
      base Hit Dice for race, level, and class. (6d8+18)
    * Racial Skills: A lycanthrope adds skill points (2 + Int modifier) per HD
of the animal form. maximum skill ranks = tiger HD + its racial HD (if any) +
its class levels + 3.
    * Racial Feats: Add the animal’s HD to the base character’s own HD to
determine how many feats the character has. All lycanthropes gain Iron
Will as a bonus feat.
    * +2 natural armor bonus in any form.
    * Special Qualities (see above): Alternate form, lycanthropic empathy, curse
of lycanthropy (in animal or hybrid form only).
    * Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form
only).
    * Automatic Languages: As base creature.
    * Favored Class: Same as the base creature.
    * Level adjustment: Same as the base creature +3 (natural).
Thorydan, The Fury of the Wild, Hybrid Form.
Male Elf Ranger 5, Nature's Wrath 5, Large Plant (Shapechanger: Weretiger);
HD 16d8+112; hp 184; Init +8; Spd 30 ft.; AC 39 (Dex +5, armor +6, natural armor +13, deflection +5), touch 20, flat-footed 34; Base Atk +13; Grp +27; Atk Claw +23 melee (1d8+11, 20/x2) or bite +23 melee (2d6+11, 20/x2) or Scimitar +25 melee (1d8+13, 15-20/x2) or Short Sword +23 melee (1d6+13, 17-20/x2) or Mighty Composite Longbow +21/+16/+11 ranged (1d8+5, 20/x3); Full Atk 2 Claws +23 melee (1d8+11, 20/x2) and bite +18 melee (2d6+7, 20/x2) or Scimitar +23/+18/13 melee (1d8+13, 15-20/x2) and Short Sword +23/+18 melee (1d6+9, 17-20/x2) and bite +18 melee (2d6+7, 20/x2) or Mighty Composite Longbow +21/+16/+11 ranged (1d8+5, 20/x3); SA See below; SQ See below; S/R 5’/ 5’; AL?; SV Fort +4, Ref +2, Will +1; Str 33, Dex 26, Con 24, Int 10, Wis 16, Cha 10.
Skills: Balance+12*, Climb+11*, Concentration+7, Escape Artist+12*, Heal+3 Hide+36* Intimidate+11, Jump+6* Knowledge: Nature+8, Listen+9, Move Silently+36*, Ride+4, Search (Track)+10, Sense Motive+3, Spot+9, Survival+11, Swim+11*, Use Rope+8 *Inc ACP
Feats: Alertness, Combat Reflexes, Endurance, Improved natural Attack (Bite), Improved natural Attack (Claw), Improved Two Weapon Fighting, Leadership, Track, Two Weapon Fighting
Possessions: Boots of Elvenkind, Cloak of Elvenkind, Belt of Giant Strength +4,
Amulet of Health +4, Studded Leather Armor+3, of Moderate Fortification, Ring of
Regeneration: 1, Ring of Protection +5, Gloves of Dexterity +4, Scimitar+2,
Keen, Vorpal, Short Sword+2, Keen, Vorpal, Composite Longbow +1 (Mighty: +4
Strength), Shadow essence, Drow poison
Abilities: Track, Wild Empathy, Favored enemy: Humanoid(Dwarfs) (+4), Combat
Style: Two weapon Fighting, Animal Companion, Favored Enemy: Humanoid(Human)
 (+2), Plant companion, Plant Empathy, Tough as Bark III, Nature's Child, Wild
Rage 2/day, Favored Enemy: Humanoid(Undead) (+4), Plant Augmentation, Resist
Nature's Lure, Wrathful presence 2/day, Sun Nourishment


--------------------------------------------------------------------------------
CLASS ABILITIES

Ranger:
Track
Wild Empathy
Favored enemy: Humanoid(Dwarfs) (+4)
Combat Style: Two weapon Fighting
Animal Companion
Favored Enemy: Humanoid(Human)  (+2)
---
Nature's Wrath:
Plant companion
Plant Empathy
Tough as Bark III
Nature's Child
Wild Rage 2/day:

+4 Con
DR +2/- or improve DR by 2
+1 attack at max bab, all attacks -2 penalty to hit.

Favored Enemy: Humanoid(Undead) (+4)
Plant Augmentation
Resist Nature's Lure
Wrathful presence 2/day
Sun Nourishment
--------------------------------------------------------------------------------
FEATS
Level  1 (HD 1 From Weretiger):         Alertness
Level  3 (HD 3 From Weretiger):         Improved natural Attack (Bite)
Level  6 (HD 6 From Weretiger):         Improved natural Attack (Claw)
Level  7 (Bonus Feat from Ranger):      Track
Level  8 (Bonus Feat from Ranger):      Two Weapon Fighting
Level  9 (Bonus Feat from Ranger):      Endurance
Level  9 (Level 3 From Ranger):         Combat Reflexes
level 12 (Level 1 From Nature's Wrath): Leadership
score 16  cohort(score 14) lvl:10th
follower(score 18) lvl1:35,lvl2:3,lvl3:1,lvl4:1
Level 15 (Level 4 from Nature's Wrath): Improved Two Weapon Fighting

Bonus Feat: Iron Will

--------------------------------------------------------------------------------
SKILLS
  Total Skillpoints: (R:6x4+6x4, NW:2x5) + (Tiger HD 6x2) = 70
      Max Rank (cc): 19 (8.5)
Armor Check penalty: --
     Without Shield: --
          Languages: Common, Elven
        Conditional: --
            Synergy: +2

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +0  =  0  +0  +0  |  Appraise                  (INT)      Yes     --
   +0  =  0  +3  +0  |  Autohypnosis              (WIS)      No      --
   +8  =  0  +4  +4  |  Balance                   (DEX)      Yes     --
   -1  =  0  -1  +0  |  Bluff                     (CHA)      Yes     --
   +3  =  0  +3  00  |  !Climb                    (STR)      Yes     --
   +2  =  0  +2  +0  |  Concentration             (CON)      Yes     --
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     --
   +0  =  0  +0  +0  |  Decipher Script           (INT)      No      --
   -1  =  0  -1  +0  |  Diplomacy                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  Disable Device            (INT)      No      --
   -1  =  0  -1  +0  |  Disguise                  (CHA)      Yes     --
   +0  =  0  +4  00  |  !Escape Artist (Use Rope) (DEX)      Yes     --
   +0  =  0  +0  +0  |  Forgery                   (INT)      Yes     --
   -1  =  0  -1  +0  |  Gather Information        (CHA)      Yes     --
   +0  =  0  -1  +0  |  Handle Animal             (CHA)      No      --
   +3  =  0  +3  +0  |  Heal                      (WIS)      Yes     --
  +32  =  19 +4  +9  |  !Hide                     (DEX)      Yes     --
   -1  =  0  -1  00  |  Intimidate                (CHA/STR)  Yes     --
   +3  =  0  +3  00  |  !Jump                     (STR)      Yes     --
   +8  =  8  +0  00  |  *Knowledge: Nature        (INT)      No      --

   +9  =  4  +3  +2  |  Listen                    (WIS)      Yes     --
  +32  =  19 +4  +9  |  !Move Silently            (DEX)      Yes     --
   +0  =  0  +4  +0  |  Open Lock                 (DEX)      No      --
   -1  =  0  -1  +0  |  *Perform:                 (CHA)      Yes     --
   +0  =  0  +3  +0  |  *Profession:              (WIS)      Yes     --
   +0  =  0  +0  +0  |  Psicraft                  (INT)      No      --
   +4  =  0  +4  +0  |  Ride                      (DEX)      Yes     --
  +10  =  8  +0  +2  |  Search (Track)            (INT)      Yes     --
   +3  =  0  +3  +0  |  Sense Motive              (WIS)      Yes     --
   +0  =  0  +4  +0  |  !Sleight of Hand          (DEX)      No      --
   +0  =  0  +0  +0  |  Spellcraft                (INT)      No      --
   +9  =  4  +3  +2  |  Spot                      (WIS)      Yes     --
   +11 =  8  +3  +0  |  Survival                  (WIS)      Yes     --

   +3  =  0  +3  00  |  !!Swim                    (STR)      Yes     --
   +0  =  0  +4  +0  |  !Tumble                   (DEX)      No      --
   +0  =  0  -1  +0  |  Use Magic Device          (CHA)      No      --
   +0  =  0  -1  +0  |  Use Psionic Device        (CHA)      No      --
   +4  =  0  +4  +0  |  Use Rope                  (DEX)      Yes     --

! = Armor Check Penalty applies (double for Swim)
Required for Nature's Wrath Prestige Class
--------------------------------------------------------------------------------
WEAPON                              WEAPON

NAME   : -                          NAME   : -
WEAPON : Scimitar                   WEAPON : Short Sword
ATTACK : +17/+11/+7                 ATTACK : +17/+12
DAMAGE : 1d6+2+5                    DAMAGE : 1d6+2+2
CRIT.  : 15-20/X2                   CRIT.  : 17-20/X2
RANGE  : -                          RANGE  : -
WEIGHT : 4                          WEIGHT : 2
TYPE   : S                          TYPE   : S
SIZE   : -                          SIZE   : -
COST   : 128330                     COST   : 128325
SPECIAL: Keen, Vorpal, +2,          SPECIAL: Keen, Vorpal, +2,
Shadows Essence Poison              Drow Knockout Poison
DC 17, -1Str Drain, 2d6 str temp    DC 13, unconsious, 2d4 hours unconsious

NAME   :
WEAPON : Longbow
ATTACK : +19/+14/+9
DAMAGE : 1d8+5
CRIT.  : 20 x3
RANGE  :
WEIGHT :
TYPE   :
SIZE   :
COST   : 3450
SPECIAL: +1, Strength rating +5

Conditional Modifiers: In Animal or Hybrid Form:

NAME   : -                          NAME   : -
WEAPON : Claw                       WEAPON : Claw
ATTACK : +21                        ATTACK : +21
DAMAGE : 1d8+9                      DAMAGE : 1d8+9
CRIT.  : -                          CRIT.  : -
RANGE  : -                          RANGE  : -
WEIGHT : -                          WEIGHT : -
TYPE   : S                          TYPE   : S
SIZE   : -                          SIZE   : -
COST   : -                          COST   : -
SPECIAL: Improved Grab              SPECIAL: Improved Grab

NAME   : -
WEAPON : Bite
ATTACK : +16
DAMAGE : 2d6+5
CRIT.  : -
RANGE  : -
WEIGHT : -
TYPE   : P
SIZE   : -
COST   : -
SPECIAL: Curse of Lycanthropy DC 15, Improved Grab

NAME   :
WEAPON : Rake
ATTACK : +11
DAMAGE : 1d8+4
CRIT.  : -
RANGE  : -
WEIGHT : -
TYPE   : S
SIZE   : -
COST   : -
SPECIAL: When grappling an opponent, you may immediately use this attack twice.
--------------------------------------------------------------------------------
ARMOR

NAME   :

ARMOR  : Studded Leather
MAX DEX: +5
ACP    : -
SPL FL : 15%
SPEED  : 30ft
COST   : 25200
SPECIAL: +2, Moderate Fortification

Conditional Modifiers: 75% chance to negate critical hits and sneak attacks.
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location    Notes
Longbow                           N.A.      3.0     Back        -
Arrows(100)                        5.00    10.0     Quiver Back -
Scimitar                          N.A.      4.0     Sheath      -
Short Sword                       N.A.      4.0     Sheath      -

Sub Total Battle Gear:                     21.0     Torso       -

Items/#                           Cost     Weight   Location   Notes
Vial of Poison: Drow Knockout     75.00
Vial of Poison: Shadow Essence   250.00

Sub Total Items                   10.60    17.0
Sub Total Battlegear              N.A.     41.0

GOLD & WEIGHT                     00.60    58.0
GOLD LEFT                         00.70     1.3

TOTAL WEIGHT CARRIED:                      59.3
COMBAT WEIGHT:                             42.3 (Dropped Backpack: 17.0)

Light                 / Medium        / Heavy Load
76 lb. or less  	77-153 lb.  	154-230 lb.
Current Load: Light  (No penalties)
Combat Load : Light  (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces:
Gold     Pieces:  40
Silver   Pieces:
Copper   Pieces:

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

MAGICAL ITEMS
Name                       Ability                                                    Cost
Boots                      of Elvenkind                                                 2.500
Cloak                      of Elvenkind                                                 2.500
Belt                       of Giant Strength +4                                        16.000
Amulet                     of Health +4                                                16.000
Studded Leather Armor      +3, of Moderate Fortification                               36.200
Ring                       of Regeneration: 1                                          90.000
Ring                       of Protection +5                                            50.000
Gloves                     of Dexterity +4                                             16.000
Scimitar                   +2, Keen, Vorpal                                           128.330
Short Sword                +2, Keen, Vorpal                                           128.325
Composite Longbow          +1 (Mighty: +4 Strength)                                     2.800

POISONS
Name                  DC             Primary          Secondary                       Cost
Shadow essence (1)    Injury DC 17   1 Strength       2d6 Strength                        250
Drow poison    (1)    Injury DC 13   Unconsciousness  Unconsciousness for 2d4 hours        75
---------------------------------------------------------------------------------------------
Spells (Ranger):

Per day: 1/2/3/4
         1+1/0+1/0/0

Memorized:
1st:
Summon Nature's Ally I x2 *

2nd:
Summon Nature’s Ally II *

* Includes plant augmentation.
--------------------------------------------------------------------------------
Animal Companion:
Gwoar
Tiger
Size/Type: 	        Large Animal Plant
Hit Dice: 	        10d8+30 (81)
Initiative: 	        +3
Speed: 	                40 ft. (8 squares)
Armor Class: 	        19 (-1 size, +3 Dex, +7 natural), touch 11, flat-footed 13
Base Attack/Grapple: 	+4/+14
Attack: 	        Claw +10 melee (1d8+7)
Full Attack: 	        2 claws +10 melee (1d8+7) and bite +5 melee (2d6+3)
Space/Reach: 	        10 ft./5 ft.
Special Attacks: 	Improved grab, pounce, rake 1d8+3
Special Qualities: 	Low-light vision, scent, plant companion, Devotion
,Evasion, Link, Share spells
Saves: 	                Fort +8, Ref +8, Will +3(+7 vs ench.)
Abilities: 	        Str 25, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Skills: 	        Balance +7, Hide +4*, Listen +3, Move Silently +10, Spot +3, Swim +12
Feats: 	                Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
Environment: 	        Warm forests
Organization: 	        Solitary
Challenge Rating: 	8
Advancement: 	        7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: 	—
Bonus Tricks:           3

Tricks:                 (max 6+3)attack, down, fetch, heel, seek, track, defend,
guard, stay
(trained for purpose: hunting, combat riding >> 12 wks of training)


Combat
Improved Grab (Ex) To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) Attack bonus +9 melee, damage 1d8+3.
Skills Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Plant Companion (Ex): At 1st level, a nature's wrath's animal companion gains the plant type. The animal companion is now referred to as the plant companion and is a plant creature. As a plant creature, the plant companion gains the following traits. It has low-light vision, it has immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects), and it has immunity to poison, sleep effects, paralysis, polymorph and stunning. It also has the same natural weapons as the base animal and is proficient with no armor. A plant companion does not need to sleep, but still needs to breath and eat. For all other abilities associated with an animal companion, the plant companion is still considered an animal companion. The nature's wrath's levels stack with its previous class from which she'd gained her animal companion. If the previous source of the animal companion ability allowed for only half its effective level, then that is still the case. But, for the nature's wrath's levels, the effects are calculated as if those levels were druid levels.

Thardra, Choatic Neutral Cohort:
Female elf druid 10, HD 10d8; hp 45 ; Init +9; Spd 30 ft.; AC 19, touch 15, flat-footed 14; F8 R9 W11 Base Atk +7/+2; Grp +7; Atk +12/+9 melee short sword+2 (1d6+2, 18-20/x2), Woodland Stride, Resist Nature's lure, Trackless step, Wild shape 4/day(Large), Venom Immunity, STR 11 DEX 20 CON 10 INT 10 WIS 18 CHA 10, improved initiative, weapon finesse, Endurance, Diehard, Heal +18, Listen +18, Spot +18, Survival +18, Leather armor +2, shadowy, silent moves, ring of protection+1, amulet of natural armor +1

spells: 6/4/4/3/3/2
cure minor *6
cure light *4
Bear's endurance *2
Bull's strength *2
Cure moderate *3
Cure serious *3
Cure Critical *2

Animal companion: Rowar Tiger Large Animal,HD: 12d8+36; hp 93 ini: +2 Spd: 40 ft.
AC: 22, touch 13, ff 18; BAB +6, Grp:+16; At: +10 melee (1d8+8)FAt: +10 melee (1d8+8) +5 melee (2d6+4) SpAt: Improved grab, pounce, rake 1d8+4; SQ: Low-light vision, Scent, Multiattack, Devotion, Link, Share spells, Evasion., Saves: F+8, R+9, W+3; Ab: Str 26, Dex 18, Con 17, Int 2, Wis 12, Cha 6; Skill: Balance +8, Hide +5*, Listen +3, Move Silently +11, Spot +3, Swim +13; Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).

All followers of Thorydan are neither dwarf nor human.

35 * Follower lvl 1 warrior 1d8 BAB+1, scimitar 1d8 F2 R0 W0 Intimidate +4, Climb +4
3 * Follower lvl 2 warrior 2d8 BAB +2 scimitar 1d8 F3 R0 W0 Intimidate +5, Climb +5
Follower lvl 3 warrior 3d8 BAB +3 scimitar 1d8 F3 R1 W1 Intimidate +6, Climb +6
Follower lvl 4 warrior 4d8 BAB +4 scimitar 1d8 F4 R1 W1 Intimidate +7, Climb +7
--------------------------------------------------------------------------------
LEVEL PROGRESSION
Bonus Class Skill:

LEVEL    CLASS      HIT POINTS    SKILLS
HD1      Lycanthrope 1d8+3 ()     Hide+1, Move Silently +1
HD2      Lycanthrope 1d8+3 ()     Hide+1, Move Silently +1
HD3      Lycanthrope 1d8+3 ()     Hide+1, Move Silently +1
HD4      Lycanthrope 1d8+3 ()     Hide+1, Move Silently +1
HD5      Lycanthrope 1d8+3 ()     Hide+1, Move Silently +1
HD6      Lycanthrope 1d8+3 ()     Hide+1, Move Silently +1
1        Ranger      1d8+1 ()     Hide +4, Move Silently+4, Spot+2, Listen+2, Search+4, Knowlegdge(Nature)+4, Survival+4
2        Ranger      1d8+1 ()     Hide +1, Move Silently+1, Spot+1, Search+1, Knowlegdge(Nature)+1, Survival+1
3        Ranger      1d8+1 ()     Hide +1, Move Silently+1, Listen+1, Search+1, Knowlegdge(Nature)+1, Survival+1
4        Ranger      1d8+2(+3) () Hide +1, Move Silently+1, Spot+1, Search+1, Knowlegdge(Nature)+1, Survival+1
5        Ranger      1d8+2 ()     Hide +1, Move Silently+1, Listen+1, Search+1, Knowlegdge(Nature)+1, Survival+1
6        Nature's Wrath 1d8+2  () Hide +1, Move Silently+1
7        Nature's Wrath 1d8+2  () Hide +1, Move Silently+1
8        Nature's Wrath 1d8+2  () Hide +1, Move Silently+1
9        Nature's Wrath 1d8+2  () Hide +1, Move Silently+1
10       Nature's Wrath 1d8+2  () Hide +1, Move Silently+1

Background:

Thorydan is a secluded brooder, a living symbol of the ferocity of the wild.
No longer can he be called elven, for his blood is fused with Nature itself
in multiple ways. It is unsure if he was even born an elf.
What we do know is that he openly dislikes civilization humanoids build at the
cost of the wild.
It is therefore no surprise that he attacks these settlements, spreading fear, disease and tearing down houses and creating a lush, wild unbridled jungle in
its stead.
It is said that this madman has set his eyes upon Stromhold, center of the man
made civilization he so despises.

It is not often he himself comes out of hiding, but when he does, he is seldom
alone. He is accompanied by his plantlike tiger as well as his disciples, often
rangers, barbarians and druids who each carry his wild 'taint'. His disciples, mostly kin to the wild themselves are not to be reasoned with and
attack everything on sight. They are ferocious wild fighters who do not halt,
pause or surrender until done ... or dead.

He has his own symbol which is carved on the bark of dead trees and is hung on
the neck of his followers. This carved symbol represents a stalking tiger in
high grass.

This message was last edited by the player at 13:31, Mon 20 Apr 2009.

Giel
 player, 44 posts
 Aargh'
Mon 8 Dec 2008
at 15:02
Re: [Contest] My Villainous Big Bad Boss
Ik kom nu een beetje vast te zitten met de animal companion, cohort en followers wil ik daarna pas doen. Jas, tellen de Nature's Wrath lvl's nou ook door als druid lvls voor de animal companion, als ranger lvls of gewoon niet?

Cohorts worden bepaald aan de hand van leadership score, maar ik weet niet zeker hoe hoog die nou wordt.
Aranamarunda
 GM, 512 posts
 Welcome to Aranamarunda's
 Magical Emporium
Mon 8 Dec 2008
at 16:59
Re: [Contest] My Villainous Big Bad Boss
hebben we zelf geschreven :D Check:

The nature's wrath's levels stack with its previous class from which she'd gained her animal companion. If the previous source of the animal companion ability allowed for only half its effective level, then that is still the case. But, for the nature's wrath's levels, the effects are calculated as if those levels were druid levels.
Giel
 player, 46 posts
 Aargh'
Mon 8 Dec 2008
at 17:07
Re: [Contest] My Villainous Big Bad Boss
Tsss, zeker over heen gelezen dan :S

dus animal companion lvl is dus 7,5 (2,5 ranger, 5 nature's wrath):) thanks
Aranamarunda
 GM, 513 posts
 Welcome to Aranamarunda's
 Magical Emporium
Mon 8 Dec 2008
at 18:37
Re: [Contest] My Villainous Big Bad Boss
Inderdaad. Vergeet niet dat in mijn campaigns je Ranger levels totaal mag optellen... Maar voor deze build is dat niet handig.
Aranamarunda
 GM, 515 posts
 Welcome to Aranamarunda's
 Magical Emporium
Wed 10 Dec 2008
at 11:15
Re: [Contest] My Villainous Big Bad Boss
Heb wat zitten sleutelen. Je moet even goed kijken naar de volgende dingen:

- Je Hit Points: Die klopten echt niet. Nu zijn ze gemiddeld, met de cons doorberekent voor alle vormen.

- Je Ability Scores: Wisdom is racial, items vervallen alleen in Animal Form, op ringen na.

- Je BAB: Aangepast voor partial BAB, zie NOTES.

- Je Saves: Aangepast voor Partial Save, berekening bijgezet. Kijk even goed door.

- Je Feats: Moesten anders berekent worden, maar leek goed te gaan. Check Alretness ipv Iron Will, dat is de Tiger feat.

- Items wat opgeschoont en aangepast. Mighty kan maar tot +4.

Check dus effe en dan gaan we het wel weer hebben over verdere concequenties.
Aranamarunda
 GM, 516 posts
 Welcome to Aranamarunda's
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Wed 10 Dec 2008
at 15:11
Re: [Contest] My Villainous Big Bad Boss
Nog een update: Heb een 'handig'format voor je hybrid en animal form toegevoegd, en voor hench, comps etc. is deze ook goed et gerbuiken.
Giel
 player, 61 posts
Tue 10 Feb 2009
at 03:23
Re: [Contest] My Villainous Big Bad Boss
vraagje: Is nou de leadership score nou 16 (lvl's als total HD+CHA - LA) of juist lager ivm de template(Effectieve class levels)?
Aranamarunda
 GM, 611 posts
 Welcome to Aranamarunda's
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Tue 10 Feb 2009
at 10:07
Re: [Contest] My Villainous Big Bad Boss
Ik geloof dat ik de vraagstelling niet helemaal begrijp...
Giel
 player, 62 posts
Tue 10 Feb 2009
at 10:09
Re: [Contest] My Villainous Big Bad Boss
Laat ik het dan zo vragen: Hoe hoog denk jij dat mijn Leadership score is? Vanwege de feat.
Aranamarunda
 GM, 612 posts
 Welcome to Aranamarunda's
 Magical Emporium
Tue 10 Feb 2009
at 10:11
Re: [Contest] My Villainous Big Bad Boss
Ah! ga maar uit van HD, dus LA niet meetellen. Dus: HD + Charisma Mod.
Giel
 player, 63 posts
Tue 10 Feb 2009
at 10:17
Re: [Contest] My Villainous Big Bad Boss
Dank! (Zet hier nog maar even wat neer anders lijkt het zo'n nutteloze post verder)
Aranamarunda
 GM, 680 posts
 Welcome to Aranamarunda's
 Magical Emporium
Wed 22 Apr 2009
at 16:16
Re: [Contest] My Villainous Big Bad Boss
Weet je Giel, ik geloof hem wel! heb je nou 2 animal companions? die begreep ik nog even niet :D Maarrrrr! Je hebt je 2% hoor!
Giel
 player, 75 posts
Wed 22 Apr 2009
at 16:28
Re: [Contest] My Villainous Big Bad Boss
Mijn cohort is een 10e level druid. voor de rest: wooohooo! Mijn maandenlange project is eindelijk af! Eng is tie he? :D
Aranamarunda
 GM, 681 posts
 Welcome to Aranamarunda's
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Wed 22 Apr 2009
at 16:56
Re: [Contest] My Villainous Big Bad Boss
:D Ik zal het zo snel mogelijk doorrekenen. Maar wat ik bedoelde is, dat ik twee verschillende namen van een tijger zie staan, met ieder een eigen stat blok.
Giel
 player, 76 posts
Wed 22 Apr 2009
at 22:18
Re: [Contest] My Villainous Big Bad Boss
klopt! aangezien Gwoar de animal companion is van Thoridan en Rowar de animal companion van Thadra
Aranamarunda
 GM, 682 posts
 Welcome to Aranamarunda's
 Magical Emporium
Thu 23 Apr 2009
at 15:49
Re: [Contest] My Villainous Big Bad Boss
Aha! Vet!
Michel
 player, 54 posts
 what do you mean...
 he wasn't dead?
Mon 3 Aug 2009
at 20:20
Re: [Contest] My Villainous Big Bad Boss
Klaar


--------------------------------------------------------------------------------
   Name:  Drastor Levrid                Gender: M
 Player:  Michel                        Height: S
   Race:  Whisper Gnome                 Weight: Thin
  Align:  Chaotic Evil                     Age: Old
   Size:  Small                           Hair: white
  Deity:  None                            Eyes: white
Cls/Lvl:  Ranger 6, cancermage 10         Hand: Ambidex
 Max HP:  94                      Total Levels: 16
  Speed:                            Experience: 120000
  Birth:                                Needed: 136000
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  10 (02)   -2      +2     --     --        --        10 / +0
DEX :  16 (10)   +2      +2     +4     --        --        24 / +7
CON :  10 (02)   +2      --     --     --        --        12 / +1
INT :  10 (02)   --      --     --     --        --        10 / +0
WIS :  16 (10)   --      --     +4     --        --        20 / +5
CHA :  14 (06)   -2      --     --     --        --        12 / +1
Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: --                         MELEE                2-weaponFighting
 Flat-Footed: --                         Total: +24/+19/+13   +22/+19/+13/+22/+19
       Touch: --                          Base: +13/+8/+2
        Base: 10                          Epic: --
       Armor: --                       Str-Dex: +7
      Shield: --                          Luck: --
   Dexterity: +7                       Insight: --
      Wisdom: --                          Misc: +4
Intelligence: --
        Size: +1                           TRIP              GRAPPLE
 Enhancement: --                         (defensive)         Total: --
  Deflection: --                         Total: --            Base: --
     Natural: --                   Strentgh or: --            Epic: --
Natural Enh.: --                     Dexterity: --        Strength: --
     Insight: --                          Size: --            Size: --
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: --
        Misc: --                     Dexterity: --
                                         Feats: --
 Conditional: ?                           Misc: --
 Concealment: --%
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that whisper gnomes undergo, during which they learn tricks that previous
generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flatfooted, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                --                  --                 --
       Base:               +10                 +10                 +5
       Epic:                --                  --                 --
    Ability:                +1                  +7                 +5
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  --                 --
--------------------------------------------------------------------------------
RACIAL TRAITS

WHISPER GNOME RACIAL TRAITS
• +2 Dexterity, +2 Constitution, –2 Strength, –2 Charisma: Whisper gnomes are
agile and tough, but they are Small and therefore not as strong as larger
humanoids. Their quiet nature also leads to a lack of personal presence.

• Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor
Class, a +1 size bonus on attack
rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than
humans use, and his lifting and carrying limits are three-quarters of those
of a Medium character.

• Whisper gnome base land speed is 30 feet, despite their size.

• Low-Light Vision: A whisper gnome can see twice as far as a human in starlight,
moonlight, and similar conditions of poor illumination. He retains the ability to
distinguish color and detail under these conditions.

• Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is
black and white only, but it is otherwise like normal sight, and whisper gnomes
canfunction just fine with no light at all.

• Weapon Familiarity: Whisper gnomes treat gnome hooked hammers as martial weapons
rather than exotic weapons.

• +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins,
hobgoblins, and bugbears): Like their more common cousins, whisper gnomes battle
these creatures frequently and practice special techniques for fighting them.

• +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that whisper gnomes undergo, during which they learn tricks that previous
generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat footed,it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.

• +4 racial bonus on Hide and Move Silently checks: Whisper gnomes have an uncanny
knack for stealth.

• +2 racial bonus on Listen and Spot checks: Whisper gnomes have keen eyes and ears.

• Spell-Like Abilities: 1/day—silence (must be centered on whisper gnome’s body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome’s Cha modifi er + spell level.

• Favored Class: Rogue. The best multiclass choices for whisper gnome rogues are fighter, ranger, and cleric. A fair number of whisper gnome wizards and sorcerers become arcane tricksters.

• Racial Feats: The Extra Silence and Silencing Strike feats can be taken by whisper
gnome characters (see Chapter 6: Character Options).


--------------------------------------------------------------------------------
CLASS ABILITIES

---
Ranger
Alignment: Any.
Hit Die: d8.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str),
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level(6 + Int modifier) ×4.
Skill Points at Each Additional Level 6 + Int modifier.

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on
Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track
A ranger gains Track as a bonus feat.

Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions.
Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance
A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, torpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger
on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to
based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex)
At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

PRESTIGE
Cancer Mage
Hit Die: d6.
REQUIREMENTS
To qualify to become a cancer mage, a character must fulfill all the following criteria.

Alignment: Any evil.
Base Save Bonus: Fort +5.
Skills: Heal 3 ranks, Hide 6 ranks, Knowledge (nature) 2 ranks, Move Silently 6 ranks.
Feats: Great Fortitude, Poison Immunity, Toughness.
Special: The cancer mage must have fallen victim to the ravages of a disease and must have taken damage from a poison.

CLASS SKILLS
The cancer mage’s class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Bluff (Cha), Climb(Str), Craft (Int), Disable Device (Int), Disguise (Cha),Escape Artist (Dex), Gather Information (Cha), Heal (Wis),Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump(Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Pick Pocket (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.

CLASS FEATURES
All the following are class features of the cancer mage prestige class.
Weapon and Armor Proficiency: Cancer mages are proficient with all simple and martial weapons, with all types of armor, and with shields.

Sneak Attack (Ex):
If a cancer mage can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the cancer mage’s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the cancer
mage’s attack deals +1d6 points of damage. This extra damage increases by +1d6 points every four levels (+2d6 at 5th level and +3d6 at 9th level). Should cancer mage score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged
attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, a cancer mage can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. A cancer mage can only sneak attack a living creature with a discernible anatomy—undead, constructs, oozes, plants,
and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the cancer mage must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. A cancer mage cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If a cancer mage gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage
stack.

Disease Host (Ex):
At 1st level, a cancer mage suffers no ill effects of diseases, except for purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on. The cancer mage becomes a carrier of every disease he encounters, though he remains immune to most of
their effects. However, the cancer mage takes 1d6 points of damage per caster level if someone casts a cure disease spell or effect on him (he can make a Fortitude save to try to resist the effect). Furthermore,
if the cancer mage has a cancerous companion (see below), he loses all abilities gained from the companion for 1d10 days after being the subject of a cure disease spell.

Contagion (Sp):
Beginning at 2nd level, the touch of a cancer mage carries a contagion spell once per day per class level. The DC for the target’s saving throw is 13 + the cancer mage’s Wisdom modifier.

Cancerous Companion (Ex):
At 2nd level, a cancer grows within the cancer mage, forming a large tumor.
This cancerous growth gains intelligence and a personality distinct from the cancer mage. The companion and the cancer mage can communicate telepathically. When needed, the cancerous companion uses the cancer mage’s scores for saves, ability scores other than Intelligence, and so forth. The cancerous companion gains abilities as the cancer mage gains levels.

Tatterdemalion (Ex):
Gathering scraps of clothing and old, discarded rags, a 3rd-level cancer mage is able to make such articles into light armor with a the following stats: armor bonus +4, maximum Dex bonus +5, armor check penalty –1, arcane spell failure 15%, speed 30 ft./20 ft., weight 20 lb. Only a 3rd-level or higher cancer mage can wear this armor and gain these benefits; other wearers treat it as padded armor. This armor is considered masterwork quality and can be fashioned into magic armor.

Poison (Sp):
Once per day per class level beginning at 3rd level, the touch of a cancer mage carries a poison spell. The DC for the target’s saving throw is 14 + the cancer mage’s Wisdom modifier.

Children of the Night (Su):
A 4th-level cancer mage commands the lesser creatures of the world and can call
forth a swarm of 2d6 Small monstrous spiders or a pack of 4d8 dire rats or a swarm of 10d10 bats, once per day, as a standard action. These creatures arrive in 2d6 rounds and serve the cancer mage (understanding his mental commands)
for up to 10 minutes per class level.

Viral Agent (Su):
At 5th level, a cancer mage befriends a disease or virus that infests his body. He supernaturally enhances a disease, making it smarter by giving it a point of his own Intelligence. He establishes a telepathic link with the disease that functions at a range of one mile per class level of the cancer mage. The cancer mage can then attempt to infect a target with his viral agent, using his contagion ability. If successful, the viral agent can tell the cancer mage telepathically what its host experiences. In all other respects, the viral agent is a normal disease; if the victim fights it off or a cure disease spell is used, the disease and the viral agent die. The cancer mage regains his Intelligence point 24 hours after the viral agent dies. The cancer mage can create as many viral agents as he is willing to devote Intelligence points toward.

Infected Wound (Ex):
Once per day per class level beginning at 6th level, a cancer mage can infect his foe with an infectious taint after making a successful melee attack. The foe takes 1 point of Constitution damage and must make a Fortitude save (DC 10 + cancer mage’s class level + cancer mage’s Wis modifier) 1 hour later or take a further 1d6 points of Constitution damage.

Insect Plague (Sp):
At 7th level, a cancer mage invokes insect plague once per day as a cleric of his class level.

Insect Armor (Su):
By allowing insects and worms to crawl over his body, a 7th-level cancer mage gains a +4 natural armor bonus. The cancer mage cannot wear armor heavier than light armor and keep this benefit, however.

Viral Ally (Su):
In a fashion similar to the viral agent ability, a cancer mage of 8th level or higher can create a viral ally by devoting 3 points of Intelligence to a disease or virus in his system. The cancer mage can then bestow
his viral ally upon a humanoid victim using his contagion ability, and the viral ally can communicate telepathically with the cancer mage. The viral ally (and thus the cancer mage) controls its host as surely as with a dominate person spell, although the host gets no separate saving throw to avoid the dominate person effect. The viral ally is a normal disease, however, and the victim can fight it off with successful Fortitude saves or a cure disease spell, either of which kills the viral ally. The cancer mage regains his missing Intelligence points 24 hours later. A cancer mage can create as many
viral allies as he is willing to devote Intelligence points toward.

Disease Form (Su):
At 10th level, a cancer mage gains the ability to tranform into a disease once per day. (This ability also affects up to 100 pounds of gear the cancer mage is carrying, plus tatterdemalion armor, insect armor, and a cancerous companion.) As a disease, the cancer mage is intangible and invisible to standard methods of observation, even blindsight. Creatures with the scent ability note a foulness in the air. The cancer mage cannot move, except with the wind (if any), or within a host. The cancer mage may adopt his disease form as a standard action, attempting to infect a living creature within 100 feet. A potential victim must succeed at a Fortitude save (DC 20) to avoid being infected with the cancer mage. Any creature that comes within 10 feet of a cancer mage in disease form is subject to the saving throw to resist infection as well. Once inside an infected host, the cancer mage deals 1d3 points of Constitution damage per day after a 24-hour incubation period.The victim has no way of knowing that the cancer mage is anything other than a normal illness. The cancer mage travels with the victim, aware of whatever the victim is aware of. A number of times per day equal to the cancer mage’s Charisma bonus, the
cancer mage can attempt to force the victim to take one round’s worth of actions of the cancer mage’s choosing; a successful Will save (DC 18 + cancer mage’s Wis modifier) allows the victim to resist this. While controlling his victim, the cancer mage has access to all skills, feats, spells, and special abilities of the host, plus any of his own that he can use in his disembodied
state. The cancer mage can leave his host at any time, allowing the victim to recover normally. The victim can also attempt to force the cancer mage out by making Fortitude saves as if the cancer mage were a normal disease. Heal checks help the victim as they would normally. A cure disease spell kills the cancer mage if he fails a Fortitude save (calculating the save DC as for spells
of the same level). Even if the cancer mage succeeds at the saving throw, he is forced to reassumehis material form adjacent to the victim. A cancer mage can remain in disease form as long as he desires, or he can return to his
natural form and be done with the disease form for that day. While in disease form, the cancer mage does not need to eat, sleep, or drink, and he does not age. A cancer mage could remain dormant in a room for a hundred years, then take his material form or infect a new victim.


--------------------------------------------------------------------------------
FEATS
Feat  (Level  1): Great Fortitude
Feat  (Ranger 1): Track
Feat  (Ranger 2): Two Weapon Fighting
Feat  (Level  3): Poison Immunity
Feat  (Ranger 3): Endurance
Feat  (Level  6): Toughness
Feat  (Ranger 6): Improved 2 weapon Fighting
Feat  (Level  9): Extra Silence
Feat  (Level 12): Silencing Strike
Feat  (Level 15): Weapon Finesse

Great Fortitude [General]
Benefit
You get a +2 bonus on all Fortitude saving throws.

Toughness [General]
Benefit
You gain +3 hit points.

Track
Benefit
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or
exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal
Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Special
A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite Dex 15.
Benefit Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
Normal
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary
hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Improved Two-Weapon Fighting [General]
Prerequisites Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.
Normal
Without this feat, you can only get a single extra attack with an off-hand weapon.

Endurance [General]
Benefit
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor
without becoming fatigued.

Normal
A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

POISON IMMUNITY [GENERAL]
After prolonged exposure to a poison or toxin, the character has rendered himself immune to it.
Benefit: The character is immune to one specific poison (chosen by the DM or the character’s player),
whether available as a blade poison, the venom of a specific creature, or one other toxin. The character also gains a +1 circumstance bonus on saving throws against other poisons.
Special: A character may take this feat multiple times, choosing a different poison each time. The +1 bonus against other poisons doesn’t stack with itself, because the circumstances of each poison immunity are essentially the same.

Weapon Finesse [General]
Prerequisite
Base attack bonus +1.
Benefit
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

EXTRA SILENCE [RACIAL]
You can generate a fi eld of silence more often than other whisper gnomes can.
Prerequisite: Whisper gnome.
Benefit: You can use your racial silence spell-like ability a number of times per day equal to 3 + your Charisma bonus.
Normal: A whisper gnome can normally use his silence spell-like ability once per day.
Special: You can take this feat more than once. Each time you take it after the first, you gain three additional uses of your silence ability per day.

SILENCING STRIKE [RACIAL]
You can infuse your sneak attacks with the magical essence of silence.
Prerequisites: Whisper gnome, sneak attack ability.
Benefit: You can use one of the daily uses of your silence spell-like ability to turn a sneak attack into a silencing strike. You must declare the use of this feat before you make your attack roll. If you hit your target with a melee attack and successfully deal sneak attack damage, a field of
supernatural silence also surrounds the target. The effect of this field of silence is identical to that of the spell of the same name, except that there is no saving throw to resist this effect. The silence lasts for a number of rounds equal to your character level.you can dismiss the field
as a standard action.


--------------------------------------------------------------------------------
SPELLS or Powers

< Name Class > SPELLS / POWERS

Spells/Day (CL: 03; 3), DC = 10 + 5 + Spell level.


SPELLS MEMORIZED (Ranger)
1st Level:
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. (x2)


SPELL SLOTS REMAINING (Ranger)
1st Level: 3 / 3


--------------------------------------------------------------------------------


SKILLS
  Total Skillpoints: 114
      Max Rank (cc): 20 (10)
Armor Check penalty: 00
     Without Shield: --
          Languages: --
        Conditional: --
            Synergy: --

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +0  =  0  +0  +0  |  Appraise                  (INT)      Yes     --
   +0  =  0  +0  +0  |  Autohypnosis              (WIS)      No      --
   +0  =  0  +0  +0  |  Balance                   (DEX)      Yes     --
   +0  =  0  +0  +0  |  Bluff                     (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Climb                    (STR)      Yes     --
   +21 = 20  +1  +0  |  Concentration             (CON)      Yes     --
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     --
   +0  =  0  +0  +0  |  Decipher Script           (INT)      No      --
   +0  =  0  +0  +0  |  Diplomacy                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  Disable Device            (INT)      No      --
   +0  =  0  +0  +0  |  Disguise                  (CHA)      Yes     --
   +17 = 10  +7  +0  |  !Escape Artist (Use Rope) (DEX)      Yes     --
   +0  =  0  +0  +0  |  Forgery                   (INT)      Yes     --
   +0  =  0  +0  +0  |  Gather Information        (CHA)      Yes     --
   +0  =  0  +0  +0  |  Handle Animal             (CHA)      No      --
   +10 =  5  +5  +0  |  Heal                      (WIS)      Yes     --
   +41 = 20  +7  +14 |  !Hide                     (DEX)      Yes     --
   +0  =  0  +0  +0  |  Intimidate                (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Jump                     (STR)      Yes     --
   +5  =  5  +0  +0  |  *Knowledge: Nature        (INT)      No      --
   +17 = 10  +5  +2  |  Listen                    (WIS)      Yes     --
   +46 = 20  +7  +19 |  !Move Silently            (DEX)      Yes     --
   +0  =  0  +0  +0  |  Open Lock                 (DEX)      No      --
   +0  =  0  +0  +0  |  *Perform:                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  *Profession: None         (WIS)      Yes     --
   +0  =  0  +0  +0  |  Psicraft                  (Int)      No      --
   +0  =  0  +0  +0  |  Ride                      (DEX)      Yes     --
   +0  =  4  +0  +0  |  Search                    (INT)      Yes     --
   +0  =  0  +0  +0  |  Sense Motive              (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Sleight of Hand          (DEX)      No      --
   +0  =  0  +0  +0  |  Spellcraft                (INT)      No      --
   +17 = 10  +5  +2  |  Spot                      (WIS)      Yes     --
   +0  =  0  +0  +0  |  Survival                  (WIS)      Yes     --
   +0  =  0  +0  +0  |  !!Swim                    (STR)      Yes     --
   +17 = 10  +7  +0  |  !Tumble                   (DEX)      No      --
   +0  =  0  +0  +0  |  Use Magic Device          (CHA)      No      --
   +0  =  0  +0  +0  |  Use Psionic Device        (CHA)      No      --
   +0  =  0  +0  +0  |  Use Rope                  (DEX)      Yes     --
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPON                              WEAPON

NAME   : -                          NAME   : -
WEAPON : Frostmace +4               WEAPON : Handaxe of wounding +4
ATTACK : +24/+19/+13                ATTACK : +24/+19/+13
or both weapons +22/+19/+13/+22/+19
DAMAGE : 1d6+4+1d6                  DAMAGE : 1d6+4
CRIT.  : x2                         CRIT.  : -
RANGE  : -                          RANGE  : -
WEIGHT : 4lb                        WEIGHT : 3lb
TYPE   : B                          TYPE   : S
SIZE   : M                          SIZE   : M
COST   : 5gp                        COST   : 6gp
SPECIAL: Frost                      SPECIAL: Wounding

Wounding
A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Frost
Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

--------------------------------------------------------------------------------
ARMOR

Cloak of Displacement, Major
This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.

Robe of Blending
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will.
All creatures acquainted with and friendly to the wearer see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp; Weight 1 lb.

Boots of Speed
As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, haste; Price 12,000 gp; Weight 1 lb.

Armour Silent Moves, Greater
As silent moves, except it grants a +15 competence bonus on Move Silently checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, silence; Price +33,750 gp.

--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location   Notes
?                                 0.00     0.0      ?          -
?                                 0.00     0.0      ?          -


Sub Total Battle Gear:            0.00     0.0      ?          -

Items/#                           Cost     Weight   Location   Notes
?                                 0.00     0.0      ?          -
?                                 0.00     0.0      ?          -


Sub Total Items                   0.00     0.0
Sub Total Battlegear              0.00     0.0

GOLD & WEIGHT                     0.00     0.0
GOLD LEFT                         0.00     0.0

TOTAL WEIGHT CARRIED:                      0.0
COMBAT WEIGHT:                             0.0 (Dropped Backpack: 00.0)

Light   /  Medium   /  Heavy Load
0/000   /  000/000  /  000/000
Current Load: Light  (No penalties)
Combat Load : Light  (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces:
Gold     Pieces:
Silver   Pieces:
Copper   Pieces:

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

Magical Items

Cloak of Displacement, Major
This item appears to be a normal cloak, but on command its magical properties
distort and warp light waves. This displacement works just like the displacement
spell and lasts for a total of 15 rounds per day, which the wearer can divide
up as she sees fit.

Robe of Blending
When this robe is put on, the wearer intuitively knows that the garment has
very special properties. A robe of blending enables its wearer to appear to be
part of his surroundings. This allows him a +10 competence bonus on Hide checks.
The wearer can adopt the appearance of another creature, as with the disguise
self spell, at will. All creatures acquainted with and friendly to the wearer
see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp;
Weight 1 lb.

Boots of Speed
As a free action, the wearer can click her boot heels together, enabling her to
act as though affected by a haste spell for up to 10 rounds each day. The
duration of the haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, haste; Price 12,000 gp;
Weight 1 lb.

Armour Silent Moves, Greater
As silent moves, except it grants a +15 competence bonus on Move Silently
checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, silence; Price +33,750
gp.

Mace, light 5 gp  1d4  1d6  ×2 — 4 lb. Bludgeoning
Frost
Upon command, a frost weapon is sheathed in icy cold. The cold does not harm
the wielder. The effect remains until another command is given. A frost weapon
deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows,
and slings so crafted bestow the cold energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice
storm; Price +1 bonus.

Handaxe 6 gp  1d4  1d6  ×3 — 3 lb. Slashing
Wounding
A wounding weapon deals 1 point of Constitution damage from blood loss when it
hits a creature. A critical hit does not multiply the Constitution damage.
Creatures immune to critical hits (such as plants and constructs) are immune
to the Constitution damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price
+2 bonus.

Gloves  Dex +4

Periapt Wis +4


--------------------------------------------------------------------------------
Spells:

---

--------------------------------------------------------------------------------
HISTORY / BACKGROUND

Drastor Levrid was een veel belovende ranger. Hij was eigenlijk de beste in alles
wat een ranger deed en moest doen. Door zijn lengte en ras-aangeboren stilte, sluipte
hij door de bossen als een kat. Maar de andere bosbeschermers en jagers waren
Jaloers. Zij konden het niet hebben dat deze jonge, kleine persoon beter was dan
hen. Zeker niet omdat de de elven van dit bos, waar ook het grootste gedeelte van
de rangers uit bestond, er bekend om stonden goed te zijn in hun vak. De kleine
gnoom was een belediging en ze bedachten een manier om van hem af te komen.

Op een dag kwam er een bericht binnen bij het hoofdkwartier van de bosbeschermers,
dat ergens aan de rand van het bos een dorp werd geteisterd door een plaag. Deze
plaag bestond uit verschillende invasies van ongedierte en de ziektes die zij mee-
brengen. et dorp viel in de juristictie van de rangers en als uitstekende jagers
en magische genezers, waren zij de personen die de koning had aangesteld om dit
probleem op te lossen.

Een kleine groep van beschermers, met onder andere Drastor, vertrok naar het dorp.
Daar aangekomen troffen zij dood en verderf aan. Mensen met vreselijke ziektes en
lichaamlijke vervormingen die daarbij hoorde, liepen als zombies door de straten,
tot zij dood neer vielen, om vervolgens te worden verorberd door de miljoenen aan
ongedierte. Kakkerlakken, Ratten, Raven, Muizen en andere insecten wachtten soms
niet eens tot een persoon dood was voordat ze begonnen te eten.

Toen Drastor werd overvallen door een zwerm ratten en weg werd gesleept, deden zijn
collega´s (en vrienden, tenminste dat is wat Drastor dacht) niets. Blij om van hem af
te zijn. Ze zagen dat ze niks voor dit dorp konden doen en vluchtten weg.

Verteerd door haat vanwege het verraad keerde Drastor na 2 jaar terug bij het hoofd-
kwartier. Maar hij was niet meer dezelfde. Zijn lichaam was aangevreten door ziektes
en ongedierte. Overal waar hij liep verspreiden plagen zich als vuur. En wanneer hij
je aankeek bezweek je onder de vele ziektes die hij bij zich droeg.

Waar Drastor had moeten sterven, bleef hij in leven door de haat van het veraad. 2 jaar
lang heeft hij rondgedwaald en zijn plaag verspreid door het land. totdat hij
uitendelijk terugkeerde bij zijn oude orde. Waar hij uiteraard iedereen genadeloos
heeft vermoord.

Drastor's haat en wraakgevoel werd niet bevredigd. En voor eeuwig gecorrumpeerd door
het veraad en de ziektes blijft hij rondzwerven, alles in zijn pad in ziekten en plagen
achterlatend.

--------------------------------------------------------------------------------
LEVEL PROGRESSION
Bonus Class Skill: Acrobatics
17:14, Today: Secret Roll: Michel rolled 47 using 10d6, rerolling ones with rolls
of 5,6,6,6,6,{1}6,2,{1}2,6,2. HP VBBB maar nu wel goed
17:14, Today: Secret Roll: Michel rolled 31 using 6d8, rerolling ones with rolls
of 3,7,3,{1}8,3,7. HP VBBB ranger.
= 78
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MOTIVATIONS & GOALS
-
-
-
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PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
-
-
-
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PERSONALITY / QUIRKS / MANNERISMS
-
-

This message was last edited by the player at 11:52, Sat 08 Aug 2009.

Sayanne
 player, 55 posts
Fri 16 Oct 2009
at 16:40
Re: [Contest] My Villainous Big Bad Boss
Dit is mijn Boss! Ik moet hier en daar nog wat dingen invullen en aanpassen, maar ik wou m vast posten!

Zie en huiver ;)

-------------------------------------------------------------------------------
   Name: Farlaugh                                  Gender: male
 Player: Sayanne VBBB                              Height: 4 meter
   Race: large 3-headed lernaean dwarf firegiant   Weight: 250 kg
  Align:                                              Age: 50
   Size: large                                       Hair: black, red, brown
  Deity:                                             Eyes: black, green, blue
Cls/Lvl: firegiant 1                                 Hand: ambidextrous
 Max HP: 72                                  Total Levels: 11
  Speed: 30                                    Experience: 55000
  Birth: painful                                   Needed:
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  16 (10)   +2      --     --     +4        --        22 / +6
DEX :  14 ( 6)   --      --     --     -2        --        12 / +1
CON :  17 (13)   +2      +1     --     +4        --        24 / +7
INT :  11 ( 3)   --      --     --     --        --        11 / +0
WIS :  12 ( 4)   --      --     --     --        --        12 / +1
CHA :   8 ( 0)   -2      --     --     --        --         6 / -2
Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: 29                         MELEE              RANGED
 Flat-Footed: --                         Total: +9           Total: +4
       Touch: --                          Base: +3            Base: +3
        Base: 10                          Epic: --            Epic: --
       Armor: 12                      Strength: +6       Dexterity: +1
      Shield: +2                          Luck: --            Luck: --
   Dexterity: +1                       Insight: --         Insight: --
      Wisdom: --                          Misc: --            Misc: --
Intelligence: --
        Size: -1                           TRIP              GRAPPLE
 Enhancement: --                         (defensive)         Total: +13
  Deflection: +1                         Total: --            Base: +3
     Natural: +3                   Strentgh or: +6            Epic: --
Natural Enh.: +1                     Dexterity: --        Strength: +6
     Insight: --                          Size: --            Size: +4
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: +5
        Misc: --                     Dexterity: +1
                                         Feats: +4
 Conditional: ?                           Misc: --
 Concealment: --%
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                +13                 +4                 +2
       Base:                +6                  +3                 +1
       Epic:                --                  --                 --
    Ability:                +7                  +1                 +1
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  --                 --
--------------------------------------------------------------------------------
RACIAL TRAITS
Dwarf:
• +2 Constitution, -2 Charisma.
• Medium size.
• A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed
even when wearing medium or heavy armor or when carrying a medium or heavy load.
• darkvision out to to 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on search checks
to notice unusual stonework, such as sliding walls, stonework traps, new
construction (even when built to match the old), unsafe stone surfaces, shaky
stone ceilings, and the like. Something that isn’t stone but that is disguised
as stone also counts as unusual stonework. A dwarf who merely comes within 10
feet of unusual stonework can make a search check as if he were actively
searching, and a dwarf can use the search skill to find stonework traps as a
rogue can. A dwarf can also intuit depth, sensing his approximate depth
underground as naturally as a human can sense which way is up. Dwarves have a
sixth sense about stonework, an innate ability that they get plenty of
opportunity to practice and hone in their underground homes.

• Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as
martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4
bonus on ability checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or otherwise not
standing firmly on the ground).
• +2 racial bonus on saving throws against poison. *Not reflected in the saving
throw numbers given here.
• +2 racial bonus on saving throws against spells and spell-like effects. *Not
reflected in the saving throw numbers given here.
• +1 racial bonus on attack rolls against orcs (including half-orcs) and
goblinoids (including goblins, hobgoblins, and bugbears).
• +4 dodge bonus to Armor Class against creatures of the giant type (such as
ogres, trolls, and hill giants).
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
• Favored Class: Fighter.

Large specimen:
Size:
The base creature's size increases by one step. So, a small creature becomes
medium and a medium creature becomes large. Large creatures gain a +4 bonus on
grapple checks, medium creatures have no special bonus on grapple checks.
Speed:
The base creature's land speed increases by 10 feet. Any other speeds the base
creature has do not change.
Armor Class:
The outer most layer of the large specimen's skin thickens, granting the base
creature an improvement of +1 to its natural armor bonus. But, at the same
time, the creature looses its size modifier for its previous size, effectively
gaining a -1 armor class penalty.
Attack:
Due to its size increase, the large specimen suffers a -1 on each attack, but
his damage dice for any natural attack increases. This does not affect the
unarmed attacks of a monk, but does replace any of the base creature's other
natural attacks. Refer to the 'increased damage dice' table in the player's
handbook to see how the damage dice have increased. Also, the large specimen is
no able to wield larger weapons then normally allowed for its race. A medium
large specimen can wield medium weapons and a large large specimen can wield
large weapons.
Space/Reach:
A small base creature who acquires the large specimen feat does not gain an
increased space or reach. A medium creature who acquires the large specimen
feat has a space of 10 feet and a reach of 10 feet.
Abilities:
A large specimen is stronger than most of its race, but slower to react. It
gains a +4 strength bonus and a -2 dexterity penalty.
Skills:
Bonuses or penalties gained from a base creature's size are corrected to those
of the new size.


Multiheaded:
-2 extra heads (3 total)
+1 natural armor bonus /extra head
+2 CON /extra head
+2 listen, search, spot /extra head
HD+2 /extra head
-Both hands are primary, no penalty with multiple-weapon fighting
-Darkvision out to 90 ft
-improved initiative
-combat reflexes
-severing 1 head does not kill

Lernaean creature:
-body immune to attack
-can be killed by chopping off all heads
-when a head is cut off, 2 heads grow back in its place within 1d4 rounds,
unless the stump (AC19) is dealt at least 5 points of fire or acid damage.

Fire giant:
* +2 Strength.
* Giant: Fire Giants are considered giants even in their normal racial form.
They also gain the fire subtype at this level because of their natural affinity
with the Elemental Plane of Fire. When the Fire Giant gains an ability that
might set his equipment on fire, the immunity to fire gained by the fire
subtype is transferred to that equipment. Fire creatures suffer 50% again more
damage from cold effects.
* Size: Fire Giants retain their normal size when not in Giant Form, and all
the normal benefits associated with that size. When in Giant Form, the benefits
are replaced by the Fire Giant size instead. At level one, the Giant Form is
medium. Thus, first level Fire Giants receive no special benefits due to size.
See the Giant Form Class Feature for more details.
* An Fire Giant has the same base land speed as the base creature . When in
Giant Form, its base land speed corresponds to its size. See the Giant Form
Size table for more information.
* Fire Giants have darkvision out to 60 feet and low-light vision.
* Automatic Languages: Ignan, Giant and any automatic language gained by the
base creature. Bonus Languages: As the base creature.
Favorite Class: Fire Giant. The best multiclass choice for a Fire Giant is
Fighter.


--------------------------------------------------------------------------------
CLASS ABILITIES

Fire giant:
Weapon and Armor Proficiency:
Fire giants are proficient with all simple and martial weapons and with all
kinds of armor and shields. It is proficient with its natural weapons as well.
Feats:
A fire giant receives one feat at 1st level and additional feats at 3rd, 7th,
11th, 14th and 18th level. After 20th level, it gains feats normally according
to Table 3-2: Experience and Level-Dependent Benefits, page 22 of the Player's
Handbook. This feat replaces the feat normally gained at first level and every
3rd level and corresponds with the number of hit dice the fire giant has.
Giant Form (Ex):
A fire giant can change its form to that of a giant. No matter the size of the
base creature, the giant form is medium at level 1, large at level 5 and huge
at level 15. See 'Table: Giant Form by Size' for additional changes. When not
in giant form, a fire giant is considered to be in humanoid form, also called
natural form. To change its size, the fire giant must concentrate for 1 full
round, changing on his next initiative. This goes for both ways.
Natural Weapons:
The fire giant gains two slam attacks as primary attack. These attacks are
enforced by the power of fire, giving extra momentum to the attacks. When in
normal form, the attacks deal 1d6 damage for a medium creature, and 1d4 for a
small creature. The giant form damage is listed in the 'Table: Giant Form by
Size'. 2d6 for large creature

--------------------------------------------------------------------------------
FEATS
Feat    (racial): improved initiative (+4 initiative bonus)
Feat    (racial): combat reflexes (1 extra aoo)
Feat      (HD 1): toughness (+3 hp)
Feat      (HD 3): roll with it (DR 2/-)
Feat (firegiant): improved buckler defense (no penalty)


--------------------------------------------------------------------------------
SPELLS or Powers

< Name Class > SPELLS / POWERS

Spells/Day (CL: 00; 0, 0+0, 0+0, etc.), DC = 10 + Ab + Spell level.
Total Power Points: 00 + 00 = 00, DC = 10 + Ab, + Power level.

SPELLS OR POWERS KNOWN: (Wizard, Sorcerer, Psionic, etc.)

Lvl    Spell Name    Effect
-      -             -

SPELLS MEMORIZED (Ranger, Cleric, Wizard, etc)
1st Level: Spell (x0), Spell (x0).

SPELL SLOTS REMAINING (Bard, Sorcerer, etc.
0   Level: 0 / 0
1st Level: 0 / 0

--------------------------------------------------------------------------------


SKILLS
  Total Skillpoints: 16
      Max Rank (cc): -- (--)
Armor Check penalty: --
     Without Shield: --
          Languages: --
        Conditional: --
            Synergy: --

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +0  =  0  +0  +0  |  Appraise                  (INT)      Yes     --
   +   =  0  +1  +0  |  Autohypnosis              (WIS)      No      --
   +1  =  0  +1  +0  |  Balance                   (DEX)      Yes     --
   -2  =  0  -2  +0  |  Bluff                     (CHA)      Yes     --
   +6  =  0  +6  +0  |  !Climb                    (STR)      Yes     no
   +7  =  0  +7  +0  |  Concentration             (CON)      Yes     --
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     no
   +   =  0  +0  +0  |  Decipher Script           (INT)      No      --
   -2  =  0  -2  +0  |  Diplomacy                 (CHA)      Yes     --
   +   =  0  +0  +0  |  Disable Device            (INT)      No      --
   -2  =  0  -2  +0  |  Disguise                  (CHA)      Yes     --
   +1  =  0  +1  +0  |  !Escape Artist (Use Rope) (DEX)      Yes     --
   +0  =  0  +0  +0  |  Forgery                   (INT)      Yes     --
   -2  =  0  -2  +0  |  Gather Information        (CHA)      Yes     --
   -   =  0  -2  +0  |  Handle Animal             (CHA)      No      no
   +1  =  0  +1  +0  |  Heal                      (WIS)      Yes     --
   +1  =  0  +1  +0  |  !Hide                     (DEX)      Yes     --
   +16 = 10  +6  +0  |  Intimidate                (CHA)      Yes     no
   +6  =  0  +6  +0  |  !Jump                     (STR)      Yes     --
   +   =  0  +0  +0  |  *Knowledge: None          (INT)      No      --
   +8  =  3  +1  +4  |  Listen                    (WIS)      Yes     no
   +1  =  0  +1  +0  |  !Move Silently            (DEX)      Yes     --
   +   =  0  +1  +0  |  Open Lock                 (DEX)      No      --
   -2  =  0  -2  +0  |  *Perform:                 (CHA)      Yes     --
   +1  =  0  +1  +0  |  *Profession: None         (WIS)      Yes     --
   +   =  0  +0  +0  |  Psicraft                  (Int)      No      --
   +1  =  0  +1  +0  |  Ride                      (DEX)      Yes     no
   +4  =  0  +0  +4  |  Search                    (INT)      Yes     --
   +1  =  0  +1  +0  |  Sense Motive              (WIS)      Yes     no
   +   =  0  +1  +0  |  !Sleight of Hand          (DEX)      No      --
   +   =  0  +0  +0  |  Spellcraft                (INT)      No      --
   +8  =  3  +1  +4  |  Spot                      (WIS)      Yes     no
   +1  =  0  +1  +0  |  Survival                  (WIS)      Yes     --
   +6  =  0  +6  +0  |  !!Swim                    (STR)      Yes     --
   +   =  0  +1  +0  |  !Tumble                   (DEX)      No      --
   -   =  0  -2  +0  |  Use Magic Device          (CHA)      No      --
   -   =  0  -2  +0  |  Use Psionic Device        (CHA)      No      --
   +1  =  0  +1  +0  |  Use Rope                  (DEX)      Yes     --
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPON                              WEAPON

ME     : lunch                      NAME   : dinner
WEAPON : dwarvem waraxe +2          WEAPON : dwarven waraxe +2
ATTACK : +11                        ATTACK : +11
DAMAGE : 2d8+6                      DAMAGE : 2d8+6
CRIT.  : x3                         CRIT.  : x3
RANGE  : -                          RANGE  : -
WEIGHT : -                          WEIGHT : -
TYPE   : -                          TYPE   : -
SIZE   : -                          SIZE   : -
COST   : -                          COST   : -
SPECIAL: -                          SPECIAL: -

WEAPON                              WEAPON

NAME   :                            NAME   : -
WEAPON : slam attacks               WEAPON : -
ATTACK : +9                         ATTACK : -
DAMAGE : 2d6                        DAMAGE : -
CRIT.  : -                          CRIT.  : -
RANGE  : -                          RANGE  : -
WEIGHT : -                          WEIGHT : -
TYPE   : -                          TYPE   : -
SIZE   : -                          SIZE   : -
COST   : -                          COST   : -
SPECIAL: -                          SPECIAL: -

Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR                               SHIELD

NAME   : full plate +4              NAME   : buckler +1
ARMOR  : +12                        ARMOR  : +2
MAX DEX: +2                         MAX DEX: -
ACP    : -5                         ACP    : -
SPL FL : -                          SPL FL : -
SPEED  : -                          SPEED  : -
SPECIAL: acid resistance 10         SPECIAL: -

Conditional Modifiers: None
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                          Cost     Weight   Location   Notes
Fullplate of acid resistance +4       0.00   100.0      ?          -
Buckler +1                            0.00     0.0      ?          -
Waraxe +2
Waraxe +2

Sub Total Battle Gear:                0.00     0.0      ?          -

Items/#                               Cost     Weight   Location   Notes
Amulet of natural armor               0.00     0.0      ?          -
Ring of protection                    0.00     0.0      ?          -
Wand of energy protection


Sub Total Items                       0.00     0.0
Sub Total Battlegear                  0.00     0.0

GOLD & WEIGHT                         0.00     0.0
GOLD LEFT                             0.00     0.0

TOTAL WEIGHT CARRIED:                          0.0
COMBAT WEIGHT:                                 0.0 (Dropped Backpack: 00.0)

Light   /  Medium   /  Heavy Load
0/466   /  467/932  /  933/1400
Current Load: Light  (No penalties)
Combat Load : Light  (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces:
Gold     Pieces: 200
Silver   Pieces:
Copper   Pieces:

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

Magical Items
Name                        Ability               Worth:
?                           ?                     0.00

--------------------------------------------------------------------------------
Spells:

---

--------------------------------------------------------------------------------
HISTORY / BACKGROUND

Niemand weet de ongelukkige omstandigheden die hebben geleid tot de geboorte van Farlaugh. Farlaugh zelf het minst van al. De man groeide op in een grot diep onder de grond, waar hij waarschijnlijk achtergelaten was door zijn ouders. Daar werd hij gevonden door een jonge drow. Deze probeerde de jankende Farlaugh in eerste instantie de koppen af te snijden. Een belachelijk grote dwerg met drie hoofden verdiende niet beter. De man gaf het echter op toen voor het hoofd dat hij afsloeg, er twee net zo hard jankende hoofden teruggroeide. Hij liet de schreeuwende dwerg achter, maar kon zijn nieuwschierigheid niet bedwingen, en kwam later met tussenpauzes  terug met het onzalige idee het monsterachtige wezen, dat hij Farlaugh noemde, tot zijn trouwe slaaf op te voeden.

Farlaugh stoorde zich niet aan de infrequente bezoeken van de man, die hij alleen 'meester' mocht noemen. Net zomin stoorde hij zich aan de naam de de man hem gegeven had. De namen die hij zichzelf had gegeven waren veel simpeler: Pism, Pasm en Posm en Pesm. Pesm was het vierde hoofd, dat er later bij was gegroeid, en hij was niet zo snugger. Wanneer de meester er niet was vermaakte de dwerg zich met discussies en  raadsels.

Op een dag zwerfde er echter een ander wezen de grot binnen. Dit was iets nieuws, en Pism, Pasm en Posm verborgen zich achter een groot rotsblok. Echter niet snel genoeg. Het in Farlaughs ogen miniscule wezen gooide vuur naar hem, maar terwijl Pism hard schreeuwde en Posm zijn hand voor zijn ogen hield liet Pasm het vuur over zich heen komen Pesm keek alleen maar blank voor zich uit en kwijlde lichtelijk. Waarom hij dat deed wist hij niet, maar als het domste van de hoofden wist hij wel meer niet. Het vuur deed Farlaugh echter helemaal niets. Het kleine wezen keek Pasm verschikt aan, draaide zich om en rende weg. Farlaugh volgde hem.

Het duurde lang voordat Farlaugh de gnoom, want dat was het, inhaalde, maar hij had altijd al een goed uithoudingsvermogen gehad. De gnoom leefde niet lang. Een korte discussie tussen de drie hoofden volgde over wat te doen met het magere lijk. Toevallig had Farlaugh al een tijdje niet gegeten, dus werd de beslissing snel gemaakt om de gnoom tot soep te verwerken.

De volgende dag kwam Pism er achter dat ze verdwaald waren. Een tijdje dwaalde Farlaugh rond, maar in eens stond er een grote krijger voor hem, die in één klap het hoofd Pesm er af sloeg. Voor er echter twee nieuwe hoofden uit de stomp van Pesm konden groeien, kwam er over de schouder van de krijger een groenig goedje dat de stomp dichtschroeide. Farlaughs zes ogen puilden bijna uit. Hij pakte de krijger beet en begon hem af te rossen, tot hij op eens de dwingende opdracht kreeg de man neer te zetten.

Van achter de krijger kwam zijn meester tevoorschijn. Pism, Pasm en Posm keken naar de donkere elf die hen gevonden had. Om zijn mond speelde een gemeen lachje, en voor zij het doorhadden was Farlaugh in een uitgebreide wapenrusting op weg naar een mysterieuze stad in opdracht van zijn meester, die hem nu volledig onder controle had.
--------------------------------------------------------------------------------
LEVEL PROGRESSION


LEVEL/HD    CLASS              HIT POINTS    SKILLS
1           racial (giant)     15 HP         Skill Name/-, ...
2           racial (giant)     14 HP         Skill Name/-, ...
3           racial (giant)     14 HP         Skill Name/-, ...
4           racial (giant)     15 HP         Skill Name/-, ...
5           firegiant          14 HP         Skill Name/-, ...
6           -                  -- HP         Skill Name/-, ...
Aranamarunda
 GM, 794 posts
 Welcome to Aranamarunda's
 Magical Emporium
Fri 16 Oct 2009
at 18:37
Re: [Contest] My Villainous Big Bad Boss
Ik zal nog wel gaan reageren op de VBBBes van Sayanne en Michel. Ik ind ze beide erg tof! Maar heb er nu niet zoveel zin in :D Maar gratz! Erg mooi, beiden. Daar had ik bij Michel al veel eerder iets over mogen zeggen :D
Giel
 player, 94 posts
Fri 23 Oct 2009
at 11:19
Re: [Contest] My Villainous Big Bad Boss
Kan Detlef nou Sharakur als inzending doen voor de VBBB, of is dat te makkelijk?
Stefan
 player, 159 posts
Fri 23 Oct 2009
at 15:28
Re: [Contest] My Villainous Big Bad Boss
Van mij komt er ook nog 1.

Die was nog van de Xian Wu periode. Maar helaas nooit afgemaakt.