after an hour of scrolling and clicking, seeing so many gorgeous faces, falling in love with peoples smiles, also being disappointed by so many broken images, it is time that i, as well, share my pumpkin of a head, BEHOLD!
@Yamazaki { isn't entangle a persisten AOE? as in each round EVERYONE that is in or enters it must make save rolls or become entagled, it's not like 1 time stun, it's every round stun unless you save, for everyone, like in Baldurs Gate, NEVER liked that spell tbh, which is probably why i'm reluctant to try it, it just seems like a hinder to the party, even IF it does fuck up foes as well, entangle is good if i entangle, and everyone attacks from range, but that's it
took your advice and got a dagger, can you explain the ussage of daggers when grappeled/swallowed please? :) remind me what does proficiency with a weapon do? does it give any bonuses or is it just a requirement for stuff like feats and what not }
@Speedwagon { being a druid, i'd like to have an animal pet but don't really have the money to buy one, you said i could roll an Animal Handle check to see if i can get one from the forest, btw this would be a pet that i had for a long time from when i was younger, so it's like a friend, not just a one time use commodity, let me know what you think please :)
also how will the battles take place rolling wise? here on the forum and we'll have to wait for everyone to be on and do the roll, or gather in a chat with rolls and do it there? just curious :) }
and thanks for the help guys :) really appreciate it ^.^ can't wait to start the campaign, btw...when WILL it start? :D
Brief History: Kiba was a street-urchin that made a living by stealing and pick-pocketing. He was very good at it, his reflexes and nimbleness being superior to most of his targets. One day tho, he was caught stealing and pursuit for a good while by his victim who turned out to be a renowned dual blade fighter called Jaque Claw. Jaque outsmarted Kiba and caught him relatively easy, in the end, the pursuit was more a test than anything, plus old Jaque liked playing with his "prey".
Being impressed with Kiba's abilities he offered to teach him sword fighting. After a few years of practice, Kiba started participating in organized fights at the arena, making his way up the ranks.
Kiba fought with dual sword, just like Jaque. He was fast, nimble, almost untouchable, he did get out with a few wounds but rarely lost in a fight.
His biggest flaw, and ultimately one the killed him was his cockyness. He liked to play around with his adversaries as well, might've picked that up from Jaque when they were training together. With his last opponent, who was a hulking giant, after Kiba made more or less quick work of him and put him to the ground, thinking he won the fight, turned his back to his opponent and taunting the crowd. Meanwhile the brute with one powerful throw of his off-side weapon (a heavy chain like whip) grabbed Kiba by the neck and with one strong pull, brang Kiba's head/neck directly into his huge hands, which in 2-3 seconds, with one strong grip, broke Kiba's neck instantly.
@Yamazaki@vosenedich since i think i'm pretty squishy, i intend on being ranged/spell most of the time, the melee comes in play when enemies put themselves in my melee range
wouldn't entangle also affect allies? i prefer not to impose ANY backdraws to the party, entangle looks...risky, and how would you say Summon Natures Ally be helpfull at 1st lvl?:)
Considered traitor, outcast from his own clan whose hatred for races that destroy the motherland lead them to wars with the civilized world, Vandred refused to participate in this hate bloodshed thus being considered a traitor to their faith and sent away to choose his own fate and no longer be part of their community, he was given the option to return but only when he proves worthy by the clan.
To be worthy meant to retake nature back from those who seek out to destroy it aka the civilized world and deliver justice, spreading the word and name of the his clan around after victories.
Despite being disowned of the Rootvein name, he still caries it proudly, since Rootvein was renowned amongst the druids, they were known for reviving entire ecosystems that were considered unsaveable.
During the banishing ritual, he was presented with a scythe, which to their clan, was considered a renegade symbol, showing he was clanless druid seeking out redemption.
Now, Vandred's clan was one from the forests around the city of Klaus, which is where he decided to travel to make a living as a herbalist with the help of his animal friend from the forest, while still being outside in the wildlife as much as he could, doing his best to be a good person, helping whereever he can.
During his time in the clan, he came across an interesting companion, a black panther, he named Fang.
Size: Medium Speed: 40 ft.
STR = 13 (+1) DEX = 17 (+3) CON = 13 (+1) INT = 2 (-4) WIS = 15 (+2) CHA = 10 (0)
HD = 2 HP = 16 (+2 from CON mod) HP Roll AC = 14 = 10(base) + 3(DEX)+ 1(NAT)
FORT SAVE = +4 (3Base+1CON) REFL SAVE = +6 (3Base+3DEX) WILL SAVE = +2 (0Base+2Wis)
Benefit: With a light weapon, elven curve blade, 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.
Special: Natural weapons are considered light weapons.
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Weapons
Bite: 1d6 2 Claws: 2d4
Rake: 1d4
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.