domenica 8 settembre 2024

Rico Wulfson Skadein, 20th Level

What will become this spell-less blacksmith/wooddwarf now that his powers are at their maximum? Maybe a Horizon Walker or a Hinterlander?

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Rico Wulfson Skadein (CR 25)

Male dwarf ranger 20 (Skirmisher, Wilderness Medic)/reluctant hero 10

NG Medium humanoid (dwarf)

Init +13, amazing initiative; Senses Perception +31


Defense

AC 31, touch 18, flat–footed 28 (+8 armor, +5 deflection, +3 Dex, +5 natural); +4 dodge vs. monsters of the giant subtype (defensive training)

hp 291 (20d10 +140+40)

Fort +19, Ref +15, Will +14; +9 Fort vs. hot or cold environment and suffocation (Mythic Endurance); +5 vs. enchantments (common sense); +4 competence vs. disease, energy drain, fatigue, exhaustion and poison (magic cloak); +2 racial vs. poison, spells, and spell–like abilities (hardy)

Defensive Abilities defensive training, embrace destiny, endure elements (magic cloak), force of will, hard to kill, immortal, mythic endurance, mythic saves, recuperation, surface survivalist, toxic recovery, unstoppable


Offense

Speed 20 ft. (slow and steady)

Melee +5 glitterwake ricochet hammer +31/+26/+21/+16 (1d4+10), +29/+29/+24/+19/+14 when fighting two–handed; +2 returning throwing axe +28/+23/+18/+13 (1d6+7, 19–20), +26/+26/+21/+16/+11 when fighting two–handed; +4 vs. quarry

Ranged +5 glitterwake ricochet hammer +29/+24/+19/+14 (1d4+10), +2 returning throwing axe +26/+21/+16/+11 (1d6+7); +4 vs. quarry

Special Attacks favored enemy (aberrations, +4; monstrous humanoids, +4; evil outsiders, +4; humanoids (orcs), +2; undead, +4), master hunter (DC 26), mythic power 23/day, surge +1d12

Spell–Like Abilities (CL 20th, concentration +24)

At will (spending mythic power)– magic stone (DC 15), heat metal (DC 16), stone shape, spike stones (DC 18), wall of stone, wall of iron, elemental body (earth only), iron body, elemental swarm (earth only)

6/day– rallying bond

1/day– commune


Statistics

Str 21, Dex 17, Con 24, Int 17, Wis 27, Cha 18

Base Atk +20; CMB +25 (+29 to sunder wooden objects [magic belt]); CMD 38 (42 vs. bull rush or trip while standing on the ground [stability])

Traits Artisan, Caretaker

Feats Close–Quarters Thrower*, Distance ThrowerM*, EnduranceM, Extra Path AbilityM, Live Off the Land, Master AlchemistM, Nature Soul, Pinpoint Targeting*, Precise Shot*, Quick Draw, Sense Metals and Minerals, Signature Skill (Craft/Smith), Toxic Recovery, Two–Weapon FightingM*, Weapon Focus (light hammer), Weapon Focus (throwing axe)

Skills Appraise +23, Craft (alchemy) +41, Craft (smith) +28, Craft (wood) +26, Diplomacy +23, Heal +47, Knowledge (nature) +30, Perception +31, Profession (herbalist) +41, Profession (smith) +33, Sense Motive +36, Survival +41

Languages Common, Dwarven, Halfling, Sylvan, Undercommon

SQ camouflage, craftsman, favored terrain (forest +6, mountain +4, underground +2, urban +2), herbal medicine 11/day, herbalist training +10, hide in plain sight, hunter’s bond (allies), hunter’s tricks 18/day (aiding attack, defensive bow stance, distracting attack, hateful attack, quick healing, ranger’s counsel, skill sage, trick shot), improved quarry, industrious urbanite, legendary hero, path abilities (cling to life, common sense +5, critical skill, learning by example [mythic bond], mortal herald [Earth/Metal], mythic craft, perfect aid, snatch from death, take a breather, tricks of the trade [Profession/herbalist– Craft/alchemy, Survival], trusty tool +5), quarry, rallying bond, reluctant heroics (non–combatant +4), stonecunning, swift tracker, track, woodland stride

Gear couple of +5 glitterwake ricochet hammers (232,602 gp), couple of +2 returning throwing axes (36,608 gp), +5 restful sensing studded leather armor (85,675 gp), alchemist’s lab (200 gp), amulet of natural armor +5 (50,000 gp), antidote kit (100 gp), boots of the earth (5,000 gp), comfort’s cloak (15,600 gp), cornucopia of plenty (35,000 gp), drinking horn of the panacea (12,000 gp), feller’s belt (12,000 gp), healer’s gloves (2,500 gp), headband of mental superiority +4 (64,000 gp), healer’s kit (50 gp), mallet of building (5,000 gp), manual of bodily health +3 (82,500 gp), ranger’s kit (9 gp), ring of inner fortitude, greater (66,000 gp), ring of protection +5 (50,000 gp), rod of metal and mineral detection (10,500 gp), staff of healing (29,600 gp), staff of the woodlands (100,400 gp), mwk survival kit (50 gp), traveler’s any–tool (250 gp), veterinarian’s kit (25 gp), wound paste (50 gp), 281 gp.

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