Post by Drake Darkstar on Feb 3, 2015 5:16:47 GMT
Kroot
Played by: Drake Darkstars
Character Sheet: Kroot
Other Characters: Tyrelia Vess and An'Drye Bladewing
Race: Thri-Kreen
Classes: Evolutionist (4) Racial (1)
Effective Character Level: 5
Gender: None
Age:
Alignment:
TN
Deity:
Groot(?)
Height/Weight:
Personality:
"I am Kroot"
Appearance:
Well, it looks like groot, it acts like groot, wait is it shooting acid at us? RUN!
History:
Legend tells of an old treant that sacrificed himself to protect his heroic friends from a massive blast, its branches, scattering all over the continent, started one by one producing new life.
Threads:
none yet
Party Role Proficiency:
Battlefield Control:
Buffer:
Curiosity:
Debuffer:
Dominator:
Game Changer:
Healer:
Meat Shield:
Melee Damage:
Mobility:
Party Face:
Ranged Damage:
Sage:
Scout:
Thief:
Summoner:
Trapfinder:
Racial Abilities:
Darkvision 60ft: Darkvision 60ft
Immunity to magic sleep effects
Multiple Limbs: 4 arms
1 Bite and 4 Claws: currently the bite does 1d4 and the claws do 1d8 with a x3 crit multiplier
Poison (Ex): once per day the bite deals 1d6 dex damage + paralysis, DC (11+Con)
(1 + Con) times per day, the claws can deal 1d3 Con damage, this choice is taken after you know if the attack hit or not, a fortitude save negates the ability damage, the save DC is Con based.
Leap (Ex): +30 to jump checks
Weapon Familiarity: Thri Kreen, count thri kreen weapons as martial instead of exotic
+4 racial to hide in forests and jungles
Deflect Arrows: (SRD) bonus granted feat
Feats:
Racial Bonus: Multiattack (SRD): secondary natural weapons only take -2
1: Plant Mutator [Mutator] (Evolutionist): You gain access to the Plant Mutation list. You gain one additional mutation.
1: Evolve Talent: Outsider Mutator [Mutator] (Evolutionist): You gain access to the Outsider Mutation list. You gain one additional mutation.
3: Improved Multiattack
4 Evolve Talent: Virulent Poison: Add +2 to the DC for Fortitude saving throws against your poison attack.
Class Abilities:
Mutations: 19: see at the bottom
Monster Sage (Ex): The evolutionist gains a +4 bonus on all knowledge checks made to discern information about a creature.
Improved Unarmed Strike: The evolutionist gains Improved Unarmed Strike as a bonus feat, he may treat unarmed strikes as grouped natural weapons (as many as he has fists or analogous limbs to use) or as manufactured weapons as he prefers.
Teratomorph I: Armor of the Outer Planes: The evolutionist may forge armor out of the matter of his very soul. This ability can create any armor of the evolutionist’s choice and the armor check penalty for the armor created is treated as zero (which means proficiency is irrelevant), the armor can be made of any material of his choice that armor of its type could normally be made of (Hide armor can’t be made of mithril), it has an enhancement bonus equal to ¼ of his mutator level and can receive up to +10 worth of additional enchantments (the baseline enhancement bonus doe snot count towards the cost), but the evolutionist must be present during the whole enchanting process. Calling this armor to the evolutionist’s body is a move action, and it displaces any existing armor in order to don itself (the other armor falls to the floor near the evolutionist), if the armor is removed, it dissipates back into the evolutionist’s soul until called again. Whenever the evolutionist gains a new level, he can change what the basic armor is, but all enchantments remain the same. This teratomorphism provides a supernatural ability.
Equipment:
+3 total bonus on armour of the outer planes for: Ghost Ward and Energy Immunity: Cold
Total Inventory Cost:9000
Companions:Links to Companions Mythweaver Sheet
Other Misc Information:
Mutations:
The base stats from the table are as follows:
Strength: 15
Dexterity: 10
Constitution: 18
Inteligence: 10
Wisdom: 18
Charisma: 12
Level 1 (6 + 2 from mutator feats): Natural Armor, Resilient Form, Energy Resistance: Acid 5
Leaves: The evolutionist gains the ability to photosynthesize, as long as he can get at least 1 hour of light per day he needs no other food (but still requires water normally).
Nourishment:
The evolutionist can produce nourishment for others from his body. This can be fruit, seeds, leaves, sap, nectar from flowers, his own blood and similar products; he can have up to two of such produce available each day. Any creature that eats the evolutionist’s produce gains nourishment equivalent to one full meal and heals a number of hit points equal to twice the evolutionist’s mutator level + his constitution modifier. The evolutionist’s produce spoils 24 hours after it is removed from his body. If the evolutionist takes any damage due to starvation, he loses the ability to generate produce for as long as the damage remains and for 24 hours afterwards.
Evolve Resilience
: The evolutionist gains additional hit points equal to 3 + his mutator level.
Evolve Speed
: The evolutionist’s base land speed improves by 10 feet.
Natural Armor
: The evolutionist’s natural armor increases by 2.
Resilient Form
: The evolutionist gains a +1 bonus on all constitution based checks and skill checks and his constitution increases by 2.
Energy Resistance: Acid 5
Evolve Talent (Outsider Mutator): The evolutionist gains a bonus feat, he must qualify for the feat taken and it may not be a mutator feat.
Level 2 (4):
Natural Weapons: improve claws - 1d4 to 1d6
Poison: Claws, Constitution - explained above
Powerful Form: The evolutionist gains a +1 bonus on all strength based checks and skill checks and his strength increases by 2.
Breath Weapon: Acid
The evolutionist can breathe out an area elemental attack as a standard action. This attack deals 1d6 points of damage per mutator level (max: 10d6) to all creatures in a cone or in a line (the area is chosen upon taking the mutation) in front of the evolutionist, a reflex save halves the damage dealt. A cone breath has a length of the 10 ft., plus 5 ft. per two mutator levels, a line has a length of 20 ft, plus 5 ft. per mutator level. Once the evolutionist uses his breath weapon, he must wait five rounds before using it again. For each size category the evolutionist has above medium, the length of a cone increases by 20 feet and the length of a line increases by 30 feet.
The breath weapon’s damage type must be one the evolutionist has resistance or immunity to, and is chosen at the moment the mutation is taken.
Level 3 (4):
Natural Weapons: improve claws - 1d6 to 1d8
Elemental Attack: Claws, Acid
The evolutionist may choose one type of natural weapon he has, all attacks made with that natural weapon deal an extra 1d6 points of damage of an energy type of the evolutionist’s choice. The evolutionist must have resistance or immunity to the energy type chosen.
This ability can be deactivated or activated as a free action at any time.
Augmented Critical: claws - multiplier
The evolutionist chooses one of his natural weapons and increases its threat range or its critical multiplier by one. No single natural weapon can have a critical range higher than 18-20 or a multiplier higher than x4. The effects of this mutation do not stack with the Keen enchantment or the Improved Critical feat.
Umbravision [Supernatural]: Your Darkvision pierces magical darkness as if it were normal darkness.
Level 4 (4):
Evolve Talent: The evolutionist gains a bonus feat, he must qualify for the feat taken and it may not be a mutator feat.
Fast Healing: The evolutionist gains fast healing 1 or increases an existing fast healing by 1.
Damage Reduction: The evolutionist gains damage reduction 3/Magic. Or increases an existing damage reduction (that is defeated by magic) by 3.
Hardy Damage Reduction [Extraordinaire]: Slashing: The evolutionist’s damage reduction can only be pierced by a specific type of physical damage (Bludgeoning, Piercing or Slashing), chosen when this mutation is taken.