User:Eiji-kun/Shell

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Shell Pearlescent (Quito Mystic Sniper 1)
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8+1 (9 hp)
Initiative: +4
Speed: 30 ft
Armor Class: 15 (+4 dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Fey Longbow +5 ranged (1d10+6, 20/x3) or Sap +3 melee (1d6+2 nonlethal, 20/x2)
Full Attack: Fey Longbow +5 ranged (1d10+6, 20/x3) and Sap +3 melee (1d6+2 nonlethal, 20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Blood Drinker, Mark Target, Snipe Attack 1d6
Special Qualities: Darkvision 60 ft, Sniper Expertise, Too Thin, Unusual Anatomy, Wings
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 15(19), Dex 21(31), Con -, Int 17(19), Wis 19(23), Cha 27(37)
Skills: Balance (4) +8, Climb (4) +6, Concentration (4) +5, Craft Fletching (4) +6, Decipher Script (4) +4, Disable Device (4) +8, Escape Artist (4) +8, Gather Info (4) +3, Handle Animal (4) +3, Heal (4) +7, Hide (4) +11, Disguise (4) +3, Know Dungeon (4) +4, Know Nature (4) +4, Know Religion (4) +4, Move Silently (4) +8, Perform Strings (4) +3, Sense Motive (4) +7, Sleight of Hand (4) +8, Spot (4) +7, Survival (4) +7, Tumble (4) +8
Feats: Sharpshooter (1), Far Range Shot (bonus1), Track (bonus1)
Environment: Any
Organization: Any
Challenge Rating:
Treasure: None
Alignment: Lawful Good
Advancement:
Level Adjustment:


I will scout ahead. Do not die while I am away.

I am mosquito Widowmaker/Hornet. Something something...

Languages: Common, Queet.

Traits: Magical Depths

Special Attacks[edit]

Blood Drinker (Ex): Quito's feed primarily on blood, an act which is difficult to pull off in combat and is usually done against a helpless or willing creature. If successfully grappling a creature, the quito may make a grapple check. A successful check deals 1 point of Con damage and gives the quito 5 temporary hp which lasts for 24 hours or until expended. A quito can drink up to 1 point of Con per HD they possess (therefore a 10 HD quito can deal 10 Con damage a day, and gain up to 50 temporary hp a day). Temporary hp from this ability stacks with itself, but not other forms of temporary hp. At minimum a quito must drink at least 1 point of Con in blood a day, the equivallent of a day's meal.

Mark Target (Su): As a swift action, the mystic sniper can make a ranged touch attack out to line of sight and mark a target. Marking a target provides a +2 bonus on attempts to search for, spot, or track the target. You gain a +2 bonus on attack rolls against your marked target, but a -2 AC penalty against all other creatures. You may have up to one marked creature at a time, marking a new creature removes the mark from the old one. You may drop your mark as a free action on your turn.

Snipe Attack: Snipe Attack acts like sneak attack, however it is based on striking vital spots when the opponent has no idea of the direction of your attack from a distance.

The mystic sniper's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) and the mystic sniper at least 30 ft away. This extra damage is 1d6 per level, but only applies to the first successful attack in a round per target, regardless how many attacks were made. Should the mystic sniper score a critical hit with a snipe attack, this extra damage is not multiplied. In addition snipe damage can only be done with ranged attacks.

A mystic sniper can snipe attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to snipe attacks. The mystic sniper must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A mystic sniper cannot snipe attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Feats which typically assume precision damage within 30 ft may instead apply to snipe attacks at ranged greater than 30 ft.

Special Qualities[edit]

Far Range Shot: You gain +1 attack and damage on ranged attacks 30 ft away and further.

Favored Terrain (Ex) (Underground and Dungeons): +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A mystic sniper traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Sharpshooter: You ignore the bonus from soft cover to AC, don't take a penalty when shooting at foes in melee, and add your Dexterity modifier to the damage you deal with ranged attacks.

Sniper Expertise (Ex): The mystic sniper learns how to hide after firing an attack off. They reduce the penalty due Hide checks due to sniping by their class level.

Too Thin (Ex): Quito's are very lightweight for their size. They count as one size smaller for the purpose of fitting through spaces and determining if heavy wind effects them, and take a -4 penalty on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Unusual Anatomy (Ex): As quito are unnaturally thin, they cannot wear traditional armor and thus purchase armor based on armor for unusually sized or shaped creatures (double mundane cost of normal humanoid armor).

Wings (Ex): The quito possesses small wings that cannot fly at first, but do protect them from dangerous falls, snapping out even if unconscious and reducing fall damage to a maximum of 1d6 points. As the quito gains levels it can use its wings better until it can actually fly. A quito with flight can make a dive attack. A dive attack works like a charge, but the quito must move a minimum of 30 feet and descend at least 10 feet. A quito can make a dive attack only when wielding a piercing or slashing weapon; if the attack hits, it deals double damage. A quito with flight can use the run action while flying, provided it flies in a straight line. When the quito reaches 4 HD the quito can glide up to 20 ft. for every 5 ft. dropped. At 8 HD the quito gains a fly speed of 30 ft with average maneuverability. At 12 HD the quito's maneuverability rises to good.

Spells[edit]

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Items[edit]

Allows 0 Lesser, 0 Medium, and 0 Greater Items. I can attune 8.

Fey Longbow: 1d10, 20/x3, 150', auto-composite

Camouflaged Clothing: AC 0, +3 circumstance to Hide

Sap: 1d6 nonlethal, 20/x2

Mwk Skill Tool: Craft

Backpack

29 gp remaining

Notes[edit]

Alternative Item Bonus Progression is basically Scaling Benefits. At 1st: +0 ability, +0 resistance, +0 weapon enhance, +0 armor enhance, +0 shield enhance, +0 natural enhance, +0 deflection.

Feats are gained every level, but 1, 3, 6, etc are "tome" feats.

No racial ability modifiers.

Apparently ignoring pre-reqs except level pre-reqs. I suppose this means skill/BAB.

Worshiper of Farore.

Seek Brutal Sneak Attack at 2nd, Attack on the Run-ranged at 3rd, Batman in Plain Sight 7th, Warped Speed whenever. See if you can work out the Artemisian Huntress chain for Farore and what "failure" entails.

Bonus Feats to expect: Rapid Shot 2nd, Darkstalker 6th, Tactical Shot 10th, Improved Precise Shot 14th, Far Shot 18th.

Quitos have a +2 racial bonus on Heal checks.

Quito's exoskeleton grants them a +1 bonus to natural armor.

Changelog[edit]

  • And done.
  • Transfering data now.

Mid-Game Notes[edit]

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