Orion
serenamidori
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- 3 years, 8 months ago
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Profile
Orion
Left Claw of Raazalam
7
Drake
2
Branded
18
+4
16
+3
14
+2
10
+0
12
+1
9
-1
24
Reflex
+8
20
Fortitude
+7
15
Will
+6
72
6
+11
CMB +11
+10
CMD 24
+3
Speed Walk 20 ft. / Burrow 10 ft. / Fly 40 ft. (clumsy)
Ring of Invisibility A ring that makes you invisible, but not your equipment or clothing. Better for Orion to use.
Stone of Alliance Small stone that Orion swallowed so that Eli can know his status and whereabouts
(Noxious) Bite
Dmg 1d4+4+1 Crit 20 x2
Deals 1 point of acid damage in addition to its normal damage. Living creatures must make a Fortitude save (DC 15) or be nauseated for 3 rounds.
Tail Blade
Dmg 1d4+4+1 Crit 20 x2
Breath Weapon (Acid)
Dmg 4d6 acid Note 60ft range | 10ft splash
Skills
Spells
Drake Feats
The drake has darkvision out to a range of 60 feet.
Drakes see twice as far as humans in dim light.
Drakes are immune to sleep and paralysis.
The drake’s natural armor bonus to its AC increases by 2 when the charge reaches 3rd level and every 3 levels thereafter.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
The drake’s Intelligence score increases by 4.
The drake’s Intelligence, Wisdom, and Charisma scores each increase by 2. A drake must have intellect to select keen mind.
The drake gains a burrow speed of 10 feet.
Can use once per day, fires a glob of acid energy up to 60 feet. It deals 4d6 acid damage in a 10-foot-radius spread (Reflex half; DC = 10 + 1/2 the drake’s Hit Dice + the drake’s Constitution modifier).
At 3rd level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 3rd level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your character level + your Wisdom modifier) to take half damage. At 7th level, you can use this ability two times per day, and at 14th level you can use it three times per day.
The drake can slow their fall to 60 feet per round, and takes no falling damage as long as it can take actions and succeeds at a DC 15 Fly check each round. While falling, they can take a move action to move up to 30 feet laterally in a straight line (or two move actions to move 60 feet this way). They cannot gain height while gliding.
The drake gains a fly speed of 40 feet (clumsy). To select flight, a drake must have glide and its charge must be at least 7th level.
When you’re in your chosen settlement (Dawnheart), the DC of Intimidate checks made against you increases by 10. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against undesirable elements like criminals or ruffians in your chosen settlement. This bonus increases to +2 for combat maneuver checks. You gain the ability to designate a new chosen settlement as often as you wish. You must first live in a settlement for 1 week to make it your chosen settlement. In addition, you gain a +2 bonus on initiative checks and a +1 bonus on saving throws when in your chosen settlement.
Teamwork Feats
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Eli (and Orion) may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect them both.
Combat Feats
Increase the concentration check DC of spells and spell-like abilities that opponents cast while within the animal companion’s reach by +2. Additionally, opponents can’t take 10 on d20 rolls or checks while within the animal companion’s reach.
Gain a +2 bonus on Perception checks to oppose Stealth checks. When using Perception to pinpoint an invisible creature’s location, this bonus increases to +10. In addition, whenever the animal companion successfully uses Perception to notice a creature using Stealth or to pinpoint an invisible creature’s location, that foe is denied its Dexterity bonus to AC against the next attack the animal companion makes on or before the animal companion’s next turn.
Your bite attack deals 1 point of acid damage in addition to its normal damage. Living creatures you bite must make a Fortitude save (DC equal your breath weapon‘s DC) or be nauseated for a number of rounds equal to 1 + your Constitution modifier (minimum 1 round).
When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
With a light weapon you may use your Dexterity modifier instead of your Strength modifier on attack and damage rolls.
Branded Hero Feats
The brand channels the primordial power of a dragon, enhancing the wielders already strong physical form. The user’s size increases to large, and their physical ability scores gain an additional +6 bonus. The branded also gains a +5 natural armor bonus, and a +2-resistance bonus to all saving throws. This form lasts for 1d4 rounds. When the 1d4 round duration expires, the branded can spend 1 additional hero point to extend the duration for an additional 1d4 rounds. They can continue doing so as long as they have the hero points to maintain the form. [Costs 1 hero point, and 1 point per 1d4 rounds to maintain | Can only activate once per turn]
henever you're below 0 hit points, you automatically stabilize without needing to attempt a constitution check. You do not need to make a constitution check each round to avoid losing additional HP. You may choose to act if you were disabled, rather than continuing to fight. You must make this decision as soon as you reach negative hit points [Even if it isn't your turn]. When using this feat, you are staggered. You can take a move action or standard action without further injuring yourself. If your negative hit points are equal to or greater than 2x your constitution score, you die.
The Hero Point ability to "Cheat Death" now costs 1 Hero Point.
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