Kraken

Brin Stats

Apr 28th, 2019
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  1. Brin
  2. Race: Vryloka/Drow
  3. Background: Silent Hunter (You add Stealth and Perception to your class skill list, and you gain a +1 bonus to Stealth and Perception checks.)
  4. Theme: Outlaw
  5.  
  6. HP: 24 AC: 17
  7. Str 12 Con 12 Fort: 12
  8. Dex 18 Int 10 Ref: 16
  9. Wis 18 Cha 8 Will: 16
  10. HSV: 6 Bloodied: 12 Surges: 8
  11. Init: +4
  12. Passive Perception: 21
  13. Passive Insight: 14
  14. Speed: 8
  15. Size: Medium
  16. Necrotic Resistance: 5*
  17.  
  18. *Increases by half of level.
  19.  
  20. Languages: Common/Elder, Elven/Rundoian
  21. Skill Bonuses: +3 Acrobatics, +5 Arcana, -1 Bluff, -1 Diplomacy, +4 Dungeoneering, +0 Endurance, +4 Heal, +0 History, +4 Insight, -1 Intimidate, +9 Nature, +13 Perception, +0 Religion, +12 Stealth, +3 Thievery, +0 Athletics
  22. Trained Skills: Arcana, Nature, Perception, Stealth, -1 Streetwise
  23. Feats:
  24. Weapon Expertise: Staves (+1 feat bonus to attack rolls)
  25. Weapon Focus: Staves (+1 feat bonus to damage rolls)
  26. Staff Expertise (+1 feat bonus to attack rolls of implement powers; no OA for ranged/area attacks; melee weapon attack increases reach by 1)
  27. Implement Focus: Staves (+1 feat bonus to damage rolls of implement powers)
  28. Improved Defenses (+1 feat bonus to Fort, Reflex, Will)
  29. Melee Training: Wisdom (Use Wisdom for MBAs with proficient weapons)
  30. Ritual Caster
  31.  
  32. Inherent Bonuses: Magic items offer EFFECTS, not raw stats, when they appear. All characters gain a +1 enhancement bonus to attack rolls and damage rolls at 2nd, 7th, 12th, 17th, 22nd, and 27th level. All PCs gain a +1 enhancement bonus to AC, Fortitude, Reflex, and Will at 4th, 9th, 14th, 19th, 24th, and 29th level.
  33.  
  34. Blood Dependency: When you are bloodied, your healing surge value drops by 2.
  35. Obeso Heritage: You gain a +5 racial bonus to Bluff checks made to pass as an Obseo.
  36. Lifeblood: You have the lifeblood power.
  37. Living Dead: Because your soul is tainted by undeath, you are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
  38. Necrotic Resistance: You have necrotic resistance equal to 5 + one-half your level.
  39. Vampiric Heritage: When your class grants you a utility power after 1st level, you can forgo taking that power. Instead, you gain a vryloka utility power of the same level or lower.
  40. Lolthtouched: You have the cloud of darkness power.
  41. Trance (Drow): Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  42.  
  43. Primal Predator: While you are not wearing
  44. heavy armor, you gain a +1 bonus to your speed.
  45.  
  46. Powers
  47. A: Savage Rend: AW, Standard / Beast Form, Implement, Primal, Melee touch / Target: One creature / Attack: Wis v Ref / Hit: 1d8+Wis damage, slide target 1 sq / Special: MBA
  48. A: Grasping Tide: AW, Standard / Implement, Primal, Area burst 1 within 10 sq / Target: each creature in burst / Attack: Wis v Fort / Hit: 1d6 + Wisdom mod damage. Until end of your next turn, if target leaves burst area, you can use Opportunity Action to make secondary attack / Secondary: Wis v Reflex / Hit: Knock target prone
  49. A: Magic Stones: AW, Standard / Implement, Primal, Ranged 10 / Target: 1-3 creatures / Attack: Wis v Ref / Hit: 1d4+Wis damage, push target 1 square
  50. E: Thorn Spray: Encounter, Standard / Implement, Primal, Close blast 5 / Target: Each creature in blast / Attack: Wis v fort / Hit: 1d6+Wis, target takes -2 penalty to all defenses until end of your next turn / Primal Pred: Penalty to all defenses is 1+Dex (-5)
  51. D: Lightning Arc: Daily, Standard / Implement, Lightning, Primal, Ranged 10 / Primary Target: 1-2 creatures / Primary Attack: Wis v Ref / Hit: 1d10+Wis lightning, and teh primary is dazed until the end of your next turn / Miss: Half damage / Effect: Make a secondary attack that is burst 1 centered on each primary / Secondary Target: Each creature in bursts / Secondary Attack: Wis v. Fort / Hit: secondary targets knocked prone
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