Juultak Nihilix, The Farspawn Animist
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Juultak Nihilix, The Farspawn Animist
Name: Juultak Nihilix
Gender: M
Height: 7'1
Weight: 227lb
Race: dandwiki.com/wiki/Farspawn_(4e_Race) - Farspawn
Size: Medium
Eye Color: Black
Hair Color: N/A
Class: dandwiki.com/wiki/Animist_(3.5e_Class) - Animist
Level: 2
Alignment: Chaotic Neutral
Deity: N/A
Gold: 171
Stats
Skills
Feats:
- Spoiler:
Gender: M
Height: 7'1
Weight: 227lb
Race: dandwiki.com/wiki/Farspawn_(4e_Race) - Farspawn
Size: Medium
Eye Color: Black
Hair Color: N/A
Class: dandwiki.com/wiki/Animist_(3.5e_Class) - Animist
Level: 2
Alignment: Chaotic Neutral
Deity: N/A
Gold: 171
Stats
- Spoiler:
- HP: 15
STR: 9 (-1)
CON: 17 (+3)
DEX: 10 (+0)
WIS: 13 (+1)
INT: 15 (+2)
CHA: 14 (+2)
Speed: 30 Feet
Fortitude: 3
Reflex: 0
Willpower: 4
Base Attack: 1
AC: 10
Skills
- Spoiler:
- Bluff - 5
- Concentration - 4
- Craft - 0
- Diplomacy - 0
- Gather Information - 6
- Handle Animal - 0
- Heal - 0
- Intimidate - 3
- Knowledge (Arcana) - 0
- Knowledge (Nature) - 0
- Knowledge (The Planes) - 6
- Knowledge (Religion) - 0
- Profession - 0
- Ride - 0
- Spellcraft -3
- Survival - 0
- Use Magic Device - 0
- Bluff - 5
Feats:
- Spoiler:
- Ceaseless Murmurs: You have an Aura of 1, Enemies in the aura suffer a -1 to Willpower.
Tentacles: If you wield a one-handed weapon with the off-hand property, it has a reach of 2 squares. Enemies suffer a -2 penalty to escape your grabs.
Paraconciousness: You have a +2 racial bonus to saving throws against effects with the fear or charm keywords.You have a +1 racial bonus to defence against attacks with the fear or charm keywords.
-----------------------
Split Soul: Starting at the second level the Animist gains the ability to create additional animas at the cost of 25XP X the HD of the anima. You may only summon one of them at a time, however.
Shield Ally: At 2nd level, whenever a Animist is within his Anima's reach, the Animist receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does only applies if the Anima is within 30 ft of the Animist.
Weapon and Armor Proficiency: An Animist is proficient with all Simple Weapons, all Martial Weapon and Whip Proficiency. They are also proficient in the use of Light Armor.
Spells: An Animist lacks the spellcasting versatility of a cleric, sorcerer, or wizard being limited primarily to spells pertaining to the art of summoning. They also possess some limited ability to use spells which can heal or empower their anima. These spells can come from either divine or arcane lists. The exact list of spells they may learn is up to the GM/DM as if you are using this class chances are homebrew spells are also in the mix making any list made fairly pointless as most spells would be added according to the GM/DM's judgement regardless.
To learn or cast a spell, an Animist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Animist’s spell is 10 + the spell level + the Animist’s Charisma modifier.
Like other spellcasters, an Animist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Animist. In addition, he receives bonus spells per day if he has a high Charisma score. An Animist’s selection of spells is quite limited. An Animist begins play knowing all 0-level spells and four 1st-level spells of your choice. At each new Animist level, he gains one or more new spells, as indicated on Table: Animist Spells Known. A Animist also gains extra spells based on their charisma score gaining a number equal to the number of extra spells per day they may cast thanks to their charisma modifier. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Animist has gained some understanding of by study. The Animist can’t use this method of spell acquisition to learn spells at a faster rate, however. An Animist automatically knows all summon spells as soon as he is able to cast them.
Upon reaching 4th level, and at every even-numbered Animist level after that (6th, 8th, and so on), a Animist can choose to learn a new spell in place of one he already knows. In effect, the Animist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Animist spell the Animist can cast. A Animist may swap only three spells at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a Animist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Gains a +2 to spell caster level at each level.
Bonded Souls: The Animist and Anima share an empathic and telepathic connection allowing them to communicate with ease without the use of words. They also are able to share the senses of one another when it is convenient to do so. A Animist is also able to use spells which normally can only be used on their own body on their Anima. The Animist, as a full round action, can summon their Anima to their location through pulling on the soul link between them. This action provokes attacks of opportunity. And because of this, they are able to share spells.
Telepathy: The Animist can communicate telepathically with anyone in a 100 feet whether it has a language or not. This ability is a free action and requires no more thought than if the Animist was talking with someone.
Lifemakers Calling: The Animist can communicate telepathically with anyone in a 100 feet whether it has a language or not. This ability is a free action and requires no more thought than if the Animist was talking with someone.
Anima: An Anima is a being born from a fragment of an Animist's soul growing to become a unique being who is permanently tied to their master and when not summoned dwells in a demi-plane. An Anima has the same alignment as the Animist that creates it and can speak all of his languages. Animas are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its Animist, an Anima can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
An Animist can summon his Anima in a ritual that takes 1 minute to perform. When summoned in this way, the Anima hit points are unchanged from the last time it was summoned. The only exception to this is if the Anima was slain, in which case it returns with half its normal hit points. The Anima remains until dismissed by the Animist (a standard action). If the Anima is sent back to its home plane due to death, it cannot be summoned again until the following day. The Anima cannot be sent back to its demi-plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the Animist is unconscious, asleep, or killed, his Anima is immediately banished.
The Anima takes a form shaped by the Animist's desires. The Anima's Hit Dice, saving throws, skills, feats, and abilities are tied to the Animist's class level and increase as the Animist gains levels. In addition, each Anima receives a pool of evolution points, based on the summoner's class level, that can be used to give the Anima different abilities and powers. Whenever the Animist gains a level, he must decide how these points are spent, and the changes are set until he levels up again or recreates the Anima. An Animist can choose to recreate an Anima from scratch by concentrating for 6 hours causing it to melt into a primordial ooze they then spend the next week and 25 xp per HD of the Anima reshaping it into its new form.
The Anima's physical appearance is up to the Animist, but it always appears as some sort of fantastical creature or being. This control is not fine enough to make the Anima appear like a specific creature. The Anima also bears a glowing rune that is identical to a rune that appears on the Animist's forehead as long as the Anima is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Last edited by Quinnessant on Tue Dec 24, 2013 7:58 pm; edited 12 times in total
Quinnessant- Posts : 26
Join date : 2013-12-21
Re: Juultak Nihilix, The Farspawn Animist
Spells:
Equipment:
Medium Quarterstaff [1d6/1d6] [20*2]
Backpack:
Camping Supplies
Three Days Rations
- Spoiler:
Level 0 Spells- Create Water: Creates 2 gallons/level of pure water.
- Flare: Dazzles one creature (–1 penalty on attack rolls).
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
Level 1 Spells- Obscuring Mists: Fog surrounds you.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Create Water: Creates 2 gallons/level of pure water.
Equipment:
Medium Quarterstaff [1d6/1d6] [20*2]
Backpack:
Camping Supplies
Three Days Rations
Last edited by Quinnessant on Sun Dec 22, 2013 12:08 am; edited 6 times in total
Quinnessant- Posts : 26
Join date : 2013-12-21
Re: Juultak Nihilix, The Farspawn Animist
-Anima-
Name: Ghaant
Height: 7'7
Weight: 427lb
Race: Anima
Size: Medium
Eye Color: Red
Hair Color: N/A
Class: Anima
Level: 2
Stats
Feats:
Evolutions:
Name: Ghaant
- Spoiler:
Height: 7'7
Weight: 427lb
Race: Anima
Size: Medium
Eye Color: Red
Hair Color: N/A
Class: Anima
Level: 2
Stats
- Spoiler:
- HP: 27
STR: 22 (+6)(-1)
CON: 16 (+3)(+3)
DEX: 18 (+4)(+0)
WIS: 10 (+0)(+1)
INT: 12 (+1)(+2)
CHA: 12 (+1)(+2)
Speed: 30 Feet
Fortitude: 7
Reflex: 3
Willpower: 1
Base Attack: 6
AC: 15
Feats:
- Spoiler:
- Increased Ability Score: The anima gains the ability modifiers of the animist which has created it.
- Str/Dex/Con Bonus: The anima has naturally increased str/dex/con of two, increased every fourth level, ending at a bonus of plus ten.
- Evolution Pool: The total number of points are Level*Six plus its augmented by the animist's cha modifier times two. EX Level 1, 6+4 = Ten Evolution points)
- Darkvision: The Anima has darkvision out to a range of 60 feet.
- Share Spells: The Animist may cast a spell with a target of “you” on his Anima (as a spell with a range of touch) instead of on himself.
- Multiattack
- Trained Stance: You can enter a Trained Stance as a swift action. During this stance, you may substitute your BAB for ranks in Balance. You lose your Trained Stance if you fail a Balance check.
- Back To Back: If you are adjacent to an ally, that ally cannot be flanked. If you are adjacent to more than one ally, you must choose one ally to protect in this manner.
- Evasion: If an Anima is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
- Increased Ability Score: The anima gains the ability modifiers of the animist which has created it.
Evolutions:
- Spoiler:
Biped Starting Evolutions- Claws
- Limbs (Arms)
- Limbs (Legs)
Evolutions Obtained (20 Points)- Limbs (Arms)
- Limbs (Arms)
- Grab: Grapple Targets up to one size larger.
- Slam: An Anima can deliver a devastating slam attack. This attack is a primary attack. The slam 1d10 points of damage (2d10 if Large, 3d12 if Huge, 4d12 if Gargantuan, 6d12 if Colossal ).
- Unnatural Aura: An Anima is obviously of unnatural origin. Normal animals do not willingly approach the Anima unless the animal's master makes a DC 25 Handle Animal, Ride, or wild empathy check.
- Improved Natural Armor: An Anima's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor.
- Improved Damage (Slam): One of the Anima's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step.
- Ability Increase (STR): Str +2
- Trip: An Anima becomes adept at knocking foes to the ground, granting it a trip attack. Whenever the Anima makes a successful attack, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the Anima is not tripped in return. This ability only works on creatures of a size equal to or smaller than the Anima.
- Trample: An Anima gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the Anima can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the Anima does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ), plus 1-1/2 times the Anima's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + the Anima's HD + the Anima's Strength modifier. A trampling Anima can only deal trampling damage to a creature once per round.
- Bonus Feat: Follow-Up: When using the full-round action, if you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you may immediately move into the space they occupied if within 5’. This move does not provoke an attack of opportunity. There is no fixed limit to the number of times in a round this feat may be used, although you may not move further than your current movement rate in one round using this feat.
- Claws
Last edited by Quinnessant on Sun Dec 22, 2013 9:21 pm; edited 3 times in total
Quinnessant- Posts : 26
Join date : 2013-12-21
Re: Juultak Nihilix, The Farspawn Animist
Name: Yvelas
- Spoiler:
Height: 3'5
Weight: 43lb
Race: Anima
Size: Tiny
Eye Color: Yellow
Hair Color: Black
Class: Anima
Level: 5
Stats
- Spoiler:
- HP:
STR: 10
CON: 10
DEX: 32
WIS: 12
INT: 10
CHA: 12
Speed: 30 Feet
Fly Speed: 190 Feet
Fortitude:
Reflex:
Willpower:
Base Attack:
AC:
Feats:
- Spoiler:
- Increased Ability Score: The anima gains the ability modifiers of the animist which has created it.
- Str/Dex/Con Bonus: The anima has naturally increased str/dex/con of two, increased every fourth level, ending at a bonus of plus ten.
- Evolution Pool: The total number of points are Level*Six plus its augmented by the animist's cha modifier times two. EX Level 1, 6+4 = Ten Evolution points)
- Darkvision: The Anima has darkvision out to a range of 60 feet.
- Increased Ability Score: The anima gains the ability modifiers of the animist which has created it.
Evolutions:
- Spoiler:
Biped Starting Evolutions- Claws
- Limbs (Arms)
- Limbs (Legs)
Evolutions Obtained- Flight (10 Points): An Anima grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The Anima gains a fly speed equal to its base speed. The Anima's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.
- Rend: An Anima learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Anima makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the Anima's Strength modifier.
- Energy Attacks (Cold): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Energy Attacks (Fire): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Energy Attacks (Acid): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Energy Attacks (Electricity): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Energy Attacks (Light): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Energy Attacks (Dark): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Energy Attacks (Water): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Energy Attacks (Earth): All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
- Tiny: An Anima shrinks in size, becoming Tiny. The Anima gains a +12 bonus to Dexterity and a +2 bonus to its natural armor. It takes a –6 penalty to Strength, and a -4 penalty to Constitution. This size change also gives the creature a +2 size modification to its AC and on attack rolls, a -4 penalty to its CMB and CMD, a +4 modifier on Fly skill checks, and a +8 bonus on Stealth skill checks. The Anima must be Small to take this evolution. The Animist must be at least 4th level before selecting this evolution. The Anima retains it's normal 5' reach despite this decrease in size although it's reach cannot increase beyond that of normal attacks.
- Ability Increase (Dex): An Anima grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Anima's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 3 levels the Animist possesses.
- Ability Increase (Cha): An Anima grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Anima's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 3 levels the Animist possesses.
- Ability Increase (Wis): An Anima grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Anima's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 3 levels the Animist possesses.
- Frightful Presence: An Anima becomes unsettling to its foes, gaining the frightful presence ability. The Anima can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 50 feet of the Anima must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + the Anima's HD + the Animist's Charisma modifier. If the Anima has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Anima are immune to this effect. The Animist must be at least 10th level before selecting this evolution.
- Long Tongue (Corrosive): An Anima gains a long sticky tongue which can be retracted into its mouth when not in use. The tongue can be used to grapple enemies from a range of up to 30 feet plus 10 feet per size category above medium. Enemies that are grappled by the Anima's tongue may be pulled closer as if by a grappling hook. By spending an additional 2 points the tongue gains a naturally corrosive coating which deals 1d10 points of acid damage to any enemies grappled by it each round.
- Grab: An Anima becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the Anima grapples the target. This ability only works on creatures of a size one category smaller than the Anima or smaller. Animas with this evolution receive a +4 bonus on CMB checks made to grapple. If an animal has several of these appendages, a number of appendages equal to the Max Attacks limit can be chained together with this feature. This does not do additional damage, but does increase the size category for each 2 additional appendages. The limit being up to 1 size category larger than the creature with this exception.
- Claws
Quinnessant- Posts : 26
Join date : 2013-12-21
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