Enyetof Stormstride

Character Sheet

Passive Abilities


Enyetof Stormstride

Tauren (Shu'halo) Druid - Level 10

Plagueshifter - Level 4


  • Ability Score: +2 STR
  • Size: +1 CON, -1 DEX
  • Class Skill (Rank 3): +3 Survival
  • Inspiration Points: 1

Base Class Passive Abilities

Natural Selection

Druid Class Feature


Astral: Gain +1 to Will Save, +1 to Spellcraft.

Living Seed (Rank 2)

Druid Ability


  • Duration: 2 Turns

When you Critical Heal (with modifiers) a party member you give them a Living Seed which continues to heal them for 2 HP for 2 turns.


Racial Passive Abilities

Brawn

Tauren (Shu'halo) Ability


Increased damage from Critical Strikes; 4 to 5 when dealing a Melee Attack. Gain +1 to Melee Attacks.

Prestige Passive Abilities

Resistance of Body and Mind

Plagueshifter Feature


You are immune to disease and poison both of physical or magical origin. You may freely identify afflictions that are affecting a target or area with a successful Knowledge check of 5 or higher. Once per turn, you may purge a disease or poison afflicting an ally with a successful Healing check of 15 or higher. On a Critical Success, you may redirect the disease or poison back onto the original source of the affliction. If no target is present, the disease or poison may be directed and sent to a new target of your choosing.

Knowledge Proficiencies

  • Herbalism: Gain a +5 to Knowledge rolls based in Herbalism both in the wild and in controlled environments.

  • Alchemy: Gain a +4 to Knowledge rolls based in Alchemy and effects of alchemical mixtures on living things.

Active Abilities

Active Racial Abilities

Warstomp

Tauren (Shu'halo) Ability


  • Duration: 1 Round
  • Targets: 3

Permanently gain +2 to Grapple. Additionally, you are able to automatically stun (no roll required) up to 3 targets within Melee range of you for 1 turn. Useable once per encounter.

Spirit Totem

Tauren (Shu'halo) Ability


  • Duration: 2 Turns

Call on your Spirit Totem to assist you in battle once per encounter. Your Spirit Totem grants you a random +1 to a Main Stat for the remainder of the encounter.

Additionally, it will follow your command for 2 turns before returning to the Shadowlands.


Roll 1d6 to determine which stat is blessed:

1: Charisma

2: Constitution

3: Dexterity

4: Intelligence

5: Strength

6: Wisdom

Base Class Active Abilities

Gift of the Dreamer

Druid Class Feature


Once per encounter, enter a Dream-state. Your next two actions are made with Advantage (roll twice and select the higher outcome).

Spore Spread (Rank 2)

Druid Ability


  • Duration: 2 Turns
  • Targets: 1 (spread: Melee range)

Plant a spore of fungus within an enemy target that will explode after 2 turns, dealing a crippling blow of 3 damage and reducing their turn cycle from one action every turn to one action every other turn. Upon exploding Spores have a small chance of infecting someone close by. Roll a Spell Attack Critical without modifiers.


Prestige Active Abilities

White Howl (Rank 2)

Plagueshifter Ability


Summon a White Howl that acts like a Hunter Pet. The White Howl can attack anyone, but does double damage to targets afflicted with disease or poison effects. The White Howl periodically pulses a Healing aura, mending allies in Melee Range of it with +2 HP once per turn. The White Howl has 3 HP and can be targeted and rolls out of 10 for Attacks.

Bounty of Life (Rank 2)

Plagueshifter Ability


  • Targets: 6
  • Recharge Time: 3 Turns

Summon a large garden, able to feed 6 targets. The magical bounty can feed and heal anything that eats from it. Targets that eat from the garden gain a +1 Intellect and +1 Wisdom for the duration of the Encounter. Additionally, targets that eat from it gain Advantage on Fortitude Saves when resisting poisons and diseases for the duration of the Encounter. Lastly, each piece of food from the garden heals the target for 6 HP. If the target is already at full HP or would only receive partial healing, consuming the food overheals them, increasing their max HP for the amount they would have been healed. The garden is permanent until removed and has a 3 turn regrowth period after the initial bounty is eaten.

Corrupt Mind (Rank 2)

Plagueshifter Ability


  • Duration: 3 Turns
  • Charges: 1

Inflic Plague Madness against any target which will cause them to go mad, attacking their former allies for 3 turns, twice every turn. After those 3 turns the target's mind is completely lost and the effects cannot be reversed as the target falls into complete insanity leaving them without soul or mind. Using this ability causes a great deal of strain on the Plagueshifter's mind and soul often witnessing the horror within their victim's mind. For 1 round after casting Corrupt Mind, the Plagueshifter is considered Stunned. When the target's mind finally goes, the Plagueshifter must roll a Will Save of 10 or higher, or become overwhelmed with the horror of their victim's final thoughts, falling into unconsciousness.

Special Abilities

Emerald Swarm

Level 5 Base Class

Type: Active

Duration: 3 Turns (1 target) , 1 Turn (3 targets) , Instant (2 targets)

Targets: Up to 3 (Previously damaged)

Target up to 3 creatures that have already taken damage this encounter. Applies 1 damage per turn for 3 turns to 1 target, or 1 damage for 1 turn to 3 targets. For 2 targets, choose 1 to apply 2 damage to.

Gain +2 to intimidation while the swarm is active. Useable once per Encounter.

EXAMPLE SPECIAL ABILITY

Epic RP Quest

Type: Active or Passive

You unlock this ability when you undergo an Epic RP Quest.

Embrace of the Earth

Level 5 Prestige Class

Type: Active

Duration: 3 turns

Targets: 1 Primary and any units in Melee range of the Primary

Plagueshifters have a unique understanding of the corrupting influences of the world, and how to combat them. Purify the earth around a target you choose, cleansing the area of corruption and renewing those that stand within it.

For 3 turns, the target and any other creatures you choose within melee range are healed for 3. Any Undead or Aberration in range not friendly toward you or the target begin to decay for 2 damage each turn.

EXAMPLE SPECIAL ABILITY

Secondary Epic RP Quest

Type: Active or Passive

You unlock this ability when you undergo an Epic RP Quest.


Negative Traits

EXAMPLE NEGATIVE TRAIT

  • Description: goes here

  • Stat Modifications: goes here

Rites & Quests Completed

Rites

Offering of the Blooded Feather


  • Rewards: +1 Wisdom

Judgment of the Wyverns


  • Rewards: Putaloka, Highperch Wyvern; +1 DEX, +1 Fortitude Save Necklace of Binding

Quests

The Black Feather Plague


  • Rewards: Became a Plagueshifter as your Prestige class.

Stats & Skills




Charisma Constitution Dexterity
- +1 -

Charisma: A measure of your character's influence over other people in a social aspect. It affects Bluff, Diplomacy, Disguise, Intimidation, and Performance.

Constitution: A measure of your character's stamina and ability to take damage. It affects Defense and Fortitude Save.

Dexterity: A measure of how dexterous your character is. It affects Acrobatics, Disable Device, Escape, Stealth, Ranged Attack, and Reflex Save.



Intelligence Strength Wisdom
- +2 +1

Intelligence: A measure of how intelligent your character is and their magical power. It affects Spell Attack, Spell Defense, Knowledge, and Spellcraft.

Strength: A measure of your character's raw strength. It affects Melee Attack, Athletics, and Grapple.

Wisdom: A measure of your character's application of knowledge and inner strength. It affects Healing, Insight, Perception, Survival, and Will Save.

Combat Stats
Name Bonus
Melee Attack +1
Ranged Attack -
Spell Attack -
Defense -
Spell Defense -
Saving Throws
Name Bonus
Fortitude Save +1
Reflex Save -
Will Save +1

Skills
Name Bonus
Acrobatics -
Athletics -
Bluff -
Diplomacy -
Disable Device -
Disguise -
Escape -
Grapple +2
Healing -
Insight -
Intimidation -
Knowledge -
Perception -
Performance -
Spellcraft +1
Stealth -
Survival +3

Inventory


Side Splitter

Dagger- Rare


A completly ordinary looking dagger that's razor sharp. It never seems to lose the edge. When you hold it everything seems a little bit funny.

  • Acquisition Regained after it was stolen by thieves
  • D20 Modifiers None
  • Special Effects When an enemy is struck with the weapon they are afflicted by a Laughing Curse which deals an additional 2 damage the following round and disables the target for 1 round in a fit og giggles.
  • Attunement: None

Necklace of Binding

A druid-blessed necklace unique to each individual Windwarrior. Their wyvern wears a twin item.


  • Acquisition Completion of the Judgment of the Wyverns
  • D20 Modifiers +1 DEX, +1 Fortitude Save
  • Special Effects Allows telepathic communication with your wyvern. Thoughts, feelings, and images are shared across this bond.
  • Attunement: The stronger the bond, the further this range extends to.

EXAMPLE ITEM

Armor, weapons, consumables, or enchants


  • Acquisition Unlock 2 additional inventory slots by becoming a Tribesman.
  • D20 Modifiers
  • Special Effects
  • Attunement:



Glyph of Protection


  • Acquisition Glyph created by Doomwinter and Ruhanik
  • D20 Modifiers None
  • Special Effects: Automatically deflect the first arcane based spell (fire, ice, or arcane) that is sent against you negating all harm it might have done. Glyph is consumed on use.

Enchanted Kodo Tooth- Intellect


  • Acquisition Created by Ruhanik
  • D20 Modifiers +2 to Intellect
  • Special Effects Will only last 2 events once activated by the player

EXAMPLE ITEM

Armor, weapons, consumables, or enchants


  • Acquisition Unlock 2 additional inventory slots by hitting level 3 in your Base Class.
  • D20 Modifiers
  • Special Effects
  • Attunement:

EXAMPLE ITEM

Armor, weapons, consumables, or enchants


  • Acquisition Unlock 2 additional inventory slots by hitting level 3 in your Prestige class.
  • D20 Modifiers
  • Special Effects
  • Attunement:

Wyvern Sheet



Putaloka

Windwarrior Bonded


  • Species: Wyvern
  • Age: 7
  • Gender: Female

HEALTH TRUST ARMORED
5 15 NO

SIZE TEMPERAMENT ARMOR BONUS
AMBUSHER PASSIVE -

Actions

Highperch Venom: Roll to determine. On a Critical hit without modifiers, the victim dies instantly. Anything less, and they take 4 damage and lose the use of a limb.

Armament Ability 1: N/A

Armament Ability 2: N/A