Wednesday, January 16, 2008

Smarter Than The Average Half-Fire Elemental Awakened Bear....

Another bit of random geography to be more fully detailed later...and an NPC...


The Yellowstone Inferno

It is a well known fact that Yellowstone park sits atop a dormant supervolcano which might explode at any moment – it's a few thousand years overdue. In the instant of the Crush, the overlapping geological instability triggered just such an eruption. Fortunately, it was not the world-destroying event predicted, in large part because the underworld of Arith was much more open (and thus, less lava-filled) than the subsurface of Earth. However, it was still catastrophic. The entire region was consumed in a chain reaction of volcanic activity, turning forests, mountains, and lakes into a wasteland of black ash and lava.

Worse, such an explosion, in a time of great magical instability, ripped open elemental walls. The Yellowstone Inferno is now riddled with gates to the planes of Earth, Fire, and Magma. Elementals of all three planes, mephits, fire giants, azer, and similar beings have all laid claims to portions of the wasteland. The surrounding region defies all attempts to tame it; there is no demi-human or humanoid civilization within a hundred miles of the central eruption, and those who live on the borders of the Inferno are elementally tainted. Half-elementals, elemental blooded, and stranger things are born there, and natural creatures are often caught up in vortexes of elemental energy and transformed. Of course, there are elementally infused ores to be found here, as well as other rare and magical substances...

The nearest outposts of civilization remaining are the American Falls Holdfast, The G'rukh Mag dwarven fort, and Pines Blowing West, an Elven settlement. Trade between the three is limited, but in the past few years, all have agreed to contribute a few dozen men to a series of patrols which monitors the western border of the Inferno for major incursions, as well as trying to keep bugbear and orc activity under control, an effort which grows more difficult with each passing year. Rumors abound that some being of power – a red dragon, an evoker with a love of fire, an elemental baron, or even something stranger – has begun to tame the Inferno for its own ends, but these are dismissed as travelers tales of little merit.

There are further rumors that the slowly-recovering outskirts of the Inferno are patrolled by a most unique guardian...

Name: Yuggi, Guardian Of The Inferno
Race: Brown Bear (Awakened)
Player:
Classes: Animal8 Druid10
Hit Points: 175
Experience: 153000 / 171000
Alignment: True Neutral
Vision: Low-light
Speed: Walk 40 ft.
Languages: Druidic, Ignan

Stat Score Mod
STR 24 (+7)
DEX 14 (+2)
CON 21 (+5)
INT 10 (+0)
WIS 17 (+3)
CHA 12 (+1)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Climb 9 2.0 7 0
Concentration 9 4.0 5 0
Concentration (Cast defensively) 13 4.0 5 4
Diplomacy 4 3.0 1 0
Handle Animal 4 3.0 1 0
Heal 7 2.0 3 2
Knowledge (Nature) 9 5.0 0 4
Listen 9 4.0 3 2
Spot 10 5.0 3 2
Survival 14 7.0 3 4
Survival (Natural environments) 16 7.0 3 6
Swim 13 2.0 7 4


-------------------------- Feats ---------------------------
Alertness
You get a +2 bonus on all Listen checks and Spot checks.

Combat Casting
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Improved Natural Attack (Claw)
The damage for the selected natural weapon increases by one step, as if the creature's size had increased by one category.

Multiattack
The creature's secondary attacks with natural weapons take only a -2 penalty.

Natural Spell
You can complete the verbal and somatic components of spells while in a wild shape. You can also use any material components or focuses you possess, even if such items are melded within your current form.

Self-Sufficient
You get a +2 bonus on all Heal checks and Survival checks.

Weapon Focus (Claw)
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Armor Proficiency (Medium)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Shield Proficiency

-------------------- Special Abilities ---------------------
Animal Companion (Ex)
Animal Traits
Improved Grab (Ex)
Nature Sense (Ex)
Resist Nature's Lure (Ex)
Scent (Ex)
Spontaneous casting - Can spontaneously cast Summon Nature's Ally spells
Trackless Step (Ex)
Venom Immunity (Ex)
Wild Empathy (Ex) +11 (+7 on Magical Beasts)
Wild Shape (Su) 4/day for 10 hours (Large)
Woodland Stride (Ex)


------------------------ Templates -------------------------
Awakened Animal

-------------------------- Combat --------------------------

Total / Touch / Flat Footed
AC: 21 / 16 / 19

Initiative: +2
BAB: +13/+8/+3
Melee tohit: +19/+14/+9
Ranged tohit: +14/+9/+4

Fortitude: +21
Reflex: +14
Will: +15

Unarmed attack:
to hit: +19/+14/+9
damage: 1d4+7
critical: 20/x2

Bite:
to hit: +17
damage: 2d6+3
critical: 20/x2

Claw:
to hit: +20/+20
damage: 2d6+7
critical: 20/x2

--------------------- Special Abilities --------------------


------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +3 1 0lbs
Cloak of Resistance +3 1 1lbs
Ring (Protection +2) 1 0lbs

1 comment:

Anonymous said...

"Yuggi". Really. Yuggi? You made my frontal lobe throb, I want you to know. It throbs.