Raþostâz the Grim

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setanta14
Posts: 3880
Joined: Wed Jun 29, 2005 1:57 pm

Raþostâz the Grim

Post by setanta14 »

Raþostâz (Rathostaaz) the Grim I made as a "battle druid", as he is heavily armed and armored, has a heavy horse animal companion, and has mostly cavalry/combat feats.

He is a no nonsense, stoic, battle-weary soldier of balance who would rarely shapechange, and use mostly combat enhancing druidic spells with some minor healing. Basically, he is a "drudic knight", so we'll see how well the concept works.

Raþostâz the Grim:
Male Human Drd5/Ftr1; CR 6; Medium Humanoid (Human); HD 5d8+1d10+12; hp 49; Init +1; Spd 20 ft/x3; AC 22 (+8 armor, +2 shield, +1 dex, +1 natural), touch 11, flat-footed 21; Base Atk/Grapple +4/+6; Full Atk +7 Two-handed (1d8+4;20/x3, +1 Lance), +7 Two-handed (1d10+4;20/x2, +1 Greatclub), +7 One-handed (1d6+1;18-20/x2, Masterwork silver scimitar), +6 Two-handed (1d8+3;20/x3, Spear), +6 Two-handed (1d8+2;20/x3, Masterwork composite longbow [+2]), +6 One-handed (1d6+2;20/x2, Sickle); SA&SQ Restricted Spells, Spontaneous Casting, Animal Companion(Ex), Nature Sense(Ex), Wild Empathy(Ex), Woodland Stride(Ex), Trackless Step(Ex), Resist Nature's Lure(Ex), Wild Shape(Su); AL LN; SV Fort +9, Ref +3, Will +8;
Str 15(+2), Dex 12(+1), Con 14(+2), Int 10(+0), Wis 16(+3), Cha 10(+0); Skills: Concentration¹ +9, Diplomacy¹ +3, Handle Animal +3, Heal¹ +6, Knowledge (nature) +6, Listen¹ +7, Ride¹ +6, Spellcraft +4, Spot¹ +7, Survival¹ +9, Swim¹ -8. Feats: Mounted Combat (PH 98), Ride-By Attack (PH 99), Spirited Charge (PH 100), Power Attack (PH 98), Track (PH 101).
• Restricted Spells: cannot cast Chaotic spells.
• Spontaneous Casting: Can spontaneously cast summon nature's ally
spells, by sacrificing a pre-prepared spell of equal or higher level.
• Animal Companion(Ex): You have selected a Horse, Heavy as your animal companion.
• Nature Sense(Ex): You gain a +2 bonus on Knowledge(nature) and
Survival checks.
• Wild Empathy(Ex): You can make a check(1d20+5) to improve the
attitude of an animal. You must be within 30 feet of the animal, and it
generally takes one minute to perform the action.
• Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically
overgrown areas still hamper you.
• Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to.
• Resist Nature's Lure(Ex): +4 to saving throws against the spell-like abilities of fey creatures.
• Wild Shape(Su): You can turn yourself into a Small or Medium-size
animal (and back) 1 time per day for 5 hour(s). The new form's Hit Dice
cannot exceed 5.

Masterwork Dragonhide Fullplate
Masterwork Dragonhide Heavy Shield
+1 Greatclub
+1 Lance
Masterwork Silver Scimitar
Amulet of Natural Armor +1
Cloak of Resistance +1
Wand of Cure Light Wounds [50]


Animal Companion:
Heavy Horse
Size/Type: Large Animal
Hit Dice: 5d8+10 (38 hp)
Initiative: 1
Speed: 50 ft. (10 squares)
Armor Class: 19 (-1 size, +1 Dex, +4 armor +5 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+10
Attack: Hoof +6 melee (1d6+3)
Full Attack: 2 hooves +6 melee (1d6+3) and Bite +1 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 17, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +6
Feats: Endurance, Run, Evasion, Link, Share Spells
Alignment: Always neutral
Scale Mail Barding

Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex)
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.

Share Spells (Ex)
At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, 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 and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
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erilar
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Joined: Wed Jun 29, 2005 2:05 pm
Location: Kirkwall
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Post by erilar »

Wow - very unique concept, Nate. Good stuff!
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
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EvilGenius
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Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Post by EvilGenius »

Wow! It'll be interesting to see how he plays. Druidic abilities are pretty powerful.
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