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Dungeons and Dragons

Kell
Menka
Amrou


Kell - the faceless one
chaotic neutral

A ranger druid played in Scott Phillips' Greyhawk campaign to 16th level. Kell has many personalities that manifest depending on the type of situation he is facing. He is accompanied by his animal companion Menka, a female cooshie warhound.

His notable features include a hideous scar that adorns his face. He is known to sometimes go into a mad frenzy during combat where he bites his opponent until it no longer moves.

Kell: male shifter moonrager 16; CR 16; Medium humanoid; HD 16d8+48; HP 124; Init +9; Spd 30 ft.; AC 25, touch 19, flat-footed 20; Base Atk +12; Grp +18; Atk +18 melee (2d6+10/18-20, magical, chaotic, adamantine, bite); Full Atk +20/+15/+10 melee (1d6+8/18-20, +2 wounding scimitar, special qualities) and +18 (2d6+10, magical, chaotic, adamantine, wounding bite); SQ animal companion (Menka), trackless step, wild empathy +17; wild shape (Tiny to Huge animal), woodland stride; AL CN; SV Fort +17, Ref +14, Will +20; Str 18(22), Dex 16(20), Con 16, Int 14, Wis 18(22), Cha 12.

Skills (152): Climb +7, Concentration +10, Craft (bowmaking) +10, Handle Animal +5, Heal +10, Hide +15, Jump +7, Knowledge (nature) +5, Listen +15, Move Silently +15, Profession (Herbalist) +7, Spot +15, Survival +19; Swim +5, Use Rope +7.

Feats (5): Blind Fight, Healing Factor, Improved Initiative, Longtooth Elite, Quick Draw, Shifter Ferocity,

Alternate Form (Su): Kell may use one of his daily uses of shifting to assume the form of a bear-humanoid hybrid. Kell can also assume the forms of rat, wolf, boar, and tiger hybrid in the same manner. Kell adds the racial adjustments for each animal to his existing ability scores.

Animal Companion: Kell has a cooshee warhound named Menka as his animal companion. Menka grants him the following benefits.

Combat Style I (Ex): Kell is treated as having the shifter multiattack feat, even if he does not have the normal prerequisites for that feat. The benefits of the Kell’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. This feat counts as a shifter feat.

Combat Style II (Ex): Kell is treated as having the improved natural attack (bite) feat, even if he does not have the normal prerequisites for that feat. The benefits of the Kell’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. This feat counts as a shifter feat.

Combat Style III (Ex): Kell is treated as having the powerful charge feat, even if he does not have the normal prerequisites for that feat. The benefits of the Kell’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.

Combat Style IV (Ex): Kell is treated as having the greater powerful charge feat, even if he does not have the normal prerequisites for that feat. The benefits of the Kell’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.

Natural Strike (Su): Kell's natural attacks are treated as magic, chaotic, and adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Swift Tracker (Ex): Kell can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Thousand Faces (Su): Kell has the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.

Track: Kell gains Track as a bonus feat.

Trackless Step (Ex): If Kell desires, he leaves no trail in natural surroundings and cannot be tracked.

Wild Empathy: Kell can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Leoward's modifier to the die roll is +17. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Kell must be able to study the animal and it him, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Leoward can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Wild Shape (Su): Six times per day, Kell can assume the form of any animal of Tiny to Huge size.

Woodland Stride (Ex): Kell can pass through undergrowth at full movement.

Druid Spells Prepared (6/6/5/5/4/3/2; save DC 16 + spell level):

0 -- create water, detect poison, know direction, mending, purify food and drink (x2); 1st -- charm animal, cure light wounds, entangle, faerie fire, hide from animals, pass without trace; 2nd -- barkskin, delay poison, flame blade, hold animal, spider climb; 3rd -- dominate animal (x2), greater magic fang, neutralize poison, poison; 4th -- cure serious wounds, flame strike, rusting grasp, scrying; 5th -- animal growth, transmute mud to rock, transmute rock to mud; 6th -- move earth, wall of stone

Possessions: +3 knotted wild armor, +2 scimitar of wounding (additonally eliminates off hand penalty and wielder gains +4 enhancement bonus to dexterity), cloak of resistance +4, belt of strength +4, periapt of wisdom +4, helm of telepathy, ring of animal friendship, ring of protection +4, boots of elvenkind(function as boots of the winterlands as well), 63,020 gp.

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Menka - Kell's animal companion

Menka: female cooshie warhound companion; CR --; Medium animal; HD 12d8+48; HP 106; Init +9; Spd 40 ft.; AC 36 (+12 natural, +5 dex, knotted leather armor +3, +3 protection), touch 18, flat-footed 31; Base Atk +9; Grp +15; Atk +15 melee (1d6+9, bite); Full Atk +15 melee (1d8+9, bite) and +13 melee (1d6+6, 2 claws); SQ darkvision 60, devotion, improved evasion, low-light vision, resistance to charm, scent, sprint; SA improved grab, trip; AL N; SV Fort +15, Ref +16, Will +10 (+18 vs. enchantment); Str 22, Dex 20, Con 18, Int 10, Wis 12, Cha 6.

Skills Balance +, Climb +, Hide +, Jump +, Listen +, Move Silently +, Spot +, Survival +.

Feats:Improved Initiative, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Iron Will, Track.

Devotion (Ex): Menka gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Menka takes no damage if she makes a successful saving throw and only half damage if the saving throw fails.

Improved Grab (Ex): To use this ability Menka must hit an opponent of medium size or smaller with two claw attacks. If she gets a hold, she automatically deals bite damage each round she maintains the hold.

Multiattack: Menka gains Multiattack as a bonus feat.

Resistance to Charm (Ex): Menka gains a +4 bonus on all saves against charm type effects.

Sprint (Ex): Once per hour, Menka can take a charge action to move ten times her normal speed.

Trip (Ex): If Menka hits with a claw or bite attack, she can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip Menka.

Skills: Menka receives a +4 racial bonus to survival checks when tracking by scent. *Due to her coloration, Menka gains a +8 racial bonus to hide checks in a forested area.

Languages: Elven, Common.

Possessions: +3 knotted leather armor, +3 amulet of resistance and +3 protection

Link (Ex): Kell can handle Menka as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. Kell gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding Menka.

Share Spells (Ex): At Kell's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Menka. Menka must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Menka if she moves farther than 5 feet away and will not affect her again, even if she returns to Kell before the duration expires. Additionally, Kell may cast a spell with a target of "You" on Menka (as a touch range spell) instead of on himself. Kell and Menka can share spells even if the spells normally do not affect creatures of the companion's type (animal).

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Amrou Palladia Silouine
lawful good

A paladin played in Scott Phillips' Greyhawk campaign to 8th level. Amrou rides into battle on a dire lion mount carrying an ancient greatsword.

Her notable features include numerous tattoos dedicated to her god Heironeous and an always clean shaven head.

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...Roar.




 

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