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Deindrix / Shinoskay, Level Two

Clurichaun Racial Template:


(31 CP / +0 ECL)
! Speaks Sylvan (1 CP).
! Minor Privilege: Welcome among they Fey (3 CP). Clurichaun along with
Brownies and other varieties of “House Elves” are generally welcome in fey
circles.
! Extra Limb(s): Prehensile Tail (6 CP). A third hand often comes in handy.
! Immunity to Aging (Uncommon, Major, Minor, 4 CP). A Clurichaun can
expect to live for many centuries.
! Returning: Unless slain by Cold Iron or Old Age a Clurichaun will be
reborn from the forces of nature in about a month - albeit with partial
amnesia (3 CP).
! Shaping, Specialized and Corrupted / only to provide the basic structure for seven Fey Spells - Chain Of Obligation,
Feygift, Mastery Of The Named, Major Image, Phantom Steed, Shadow Enchantment, and Suggestion (2 CP).
! 1d6 (4) Mana with Spell Enhancement, Specialized and Corrupted for Increased Effect / only for Spell Enhancement,
only for use with Shaping (above) - allowing the user to spend 1 Mana to use one of the listed effects (6 CP).
! Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the specialized mana pool above, only works
between encounters (4 CP).
! Charmsmith (6 CP). A Clurichaun can make many minor magical devices.
! Taskmaster (6 CP). Divides the time required for small-scale mundane tasks by (Intelligence).
! Disadvantages: Accursed (True Name), Compulsive (Must offer hospitality, keep their words, and respect their pacts).
Accursed (Cannot directly lie) (-10 CP).

Basic Attributes: Str 13, Int 16, Wis 9, Con 13, Dex 14, Cha 17

Available Character Points: 72 (L2 Base) +10 (Disadvantages: Outcast, Broke, and Irreverent) +18 (L0, L1, and L2 Bonus
Feats) = 100 CP.

Basics (33 CP):


! Hit Dice: 10 (1d10, 6 CP) +4 (Con Mod x 4) +12 (Immortal Vigor, 12) +4 (L2d4,0 CP) = 30 HP
! Skill Points: 10 (Purchased, 10 CP) +15 (Int Mod x 5) = 25 SP
! BAB: +1 (6 CP).
! Saves:
! Fort +2 (Purchased, 6 CP) +1 (Con) +1 (Mor) = +4.
! Ref +0 (Purchased) +2 (Dex) +1 (Mor) =+3.
! Will +1 (Purchased, 3 CP) -1 (Wis) +1 (Mor) = +1.
! Proficiencies: Small Group of Simple Weapons (Club, Dagger, Gauntlet, Staff, Sickle, Sling, Unarmed, 2 CP).
! Initiative: +2 (Dex)
! Move: 30'
! Armor Class: 10 (Base) +2 (Leathers) +2 (Dex) = 14

Usual Attacks:
! Quarterstaff: +2 (+1 BAB +1 Str), 1d6+1 (Str), Crit 20/x2
! Thrown Dagger: +3 (+1 BAB +2 Dex), 1d4+1 (Str), Crit 19-20/x3, 10' range increment.
Special Abilities (67 CP):
! Adept (Pays half cost for four skills - Acrobatics, Insight, Stealth, and Thievery, 6 CP).
! Innate Enchantment (5500 GP value or less, 6 CP. Currently 5972.4 GP value):
! Universal Skill Mastery: +2 Competence Bonus on All Skills and Attribute Checks. (Personal-Only, x.7 = 1400 GP).
! Fortune's Favor: +2 Luck Bonus on All Skills and Attribute Checks (Personal-Only, x.7 = 1400 GP)
! Inspiring Word: +1 Morale Bonus on saving throws, attack rolls, checks, and weapon damage (Does not apply to attack
rolls or weapon damage, x.5, Personal-Only, x.7 = 700 GP).
! Net: +5 to all Skills, +1 to all Saves
! Immortal Vigor I (Personal-Only, x.7 = 1400 GP). Clurichaun are tough and durable
! Armor and Clothing: Leather Armor (10 GP), Cold Weather Outfit (8 GP), and Explorer's Outfit (10 GP).
! Tools: Bedroll (.1 GP), Crowbar (2 GP), Flint & Steel (1 GP), Hammer (.5 GP), Miners Pick (3 GP), Signal Whistle (.8
GP), Shovel (2 GP), Artisians Tools (5 GP), Thieves Tools (30 GP), Quarterstaff (-).
! Action Hero/Crafting, Specialized for Increased Effect (double points) and Corrupted for Reduced Cost / only to cover
the XP costs of Innate Enchantments and using Charmsmith at 1 AP = 20 XP (4 CP).
! Lunge, Specilized for Increased Effect (10' Reach), Only with Tail (6 CP).
! Mana, 1d6 as 3d6 Power, Specialized for Increased Effect / only to power Hysteria (6 CP).
! Hysteria (Skills and Physical Feats) (6 CP).
! Grant of Aid with both Regenerative Functions (12 CP).
! Shadow Clones I: 1D6 (5) Mana with Spell Enhancement, Specialized and Corrupted for Increased Effect / only to
reduce the level of Summon Minion spells (3 CP), Rite Of Chi with +2 Bonus Uses, Specialized and Corrupted for
Reduced Cost / only to refill the Summon Minions pool (3 CP), Inherent Spell I with +4 Bonus Uses (L2 Effect, usable
6/Day, requires one point of mana to use, Specialized for Reduced Cost / Use draws enemy ninja (6 CP). This produces
Four (+1 SL) L1 (SL2 Base) Eclipse (+1 SL) Minions of a Specific Type of the Casters (+0 ECL) Race that last for One
Minute Per Level (+1 SL) six times per day at a net cost of (12 CP). Technically this will not be entirely under control
until the user hits three hit dice, but this shouldn’t be too big a problem at only one level early.
! Enhanced Racial Talents: +1d6 (4) Mana for the Racial Pool (6 CP) and +2 Uses on Racial Rite Of Chi (3 CP).

Skills (25 SP):


! Acrobatics (Dex) (Balance, Escape Artist, Tumble): +5 (2* SP) +2 (Dex) +5 (IE) = +12
! Arcana (Int) (Spellcraft, Knowledge/Arcana): +1 (1 SP) +3 (Int) +5 (IE) = +9
! Athletics (Str) (Climb, Jump, Swim, Escape Artist): +1 (1 SP) +1 (Str) +5 (IE) = +7
! Background (Int) (5x Craft, Profession, or Perform): All unskilled, so universal +3 (Int) +5 (IE) = +8
! Deception (Cha) (Bluff, Disguise): +1 (1 SP) +3 (Cha) +5 (IE) = +9
! Endurance (Con) (Concentration, Control Shape): +1 (1 SP) +1 (Con) +5 (IE) = +7
! Handle Animal (Cha) (Handle Animal, Ride, Profession/Teamster): +1 (1 SP) +3 (Cha) +5 (IE) = +9
! Insight (Wis) (Gather Information, Sense Motive): +5 (2* SP) -1 (Wis) +5 (IE) = +9
! Linguistics (Int) (Decipher Script, Forgery, Speak Language): +1 (1 SP) +3 (Int) +5 (IE) = +9
! Perception (Wis) (Listen, Search, Spot): +5 (5 SP) -1 (Wis) +5 (IE) = +9
! Persuasion (Cha) (Diplomacy, Intimidation): +1 (1 SP) +3 (Cha) +5 (IE) = +9
! Religion (Wis) (Knowledge/Religion, Knowledge/The Planes, Heal, and performing various religious services and
rituals): +1 (1 SP) -1 (Wis) +5 (IE) = +5
! Scholar (Int) (Architecture, Engineering, Geography, History, Local, and Nobility): +1 (1 SP) +3 (Int) +5 (IE) = +9
! Stealth (Dex) (Hide, Move Silently): +5 (2* SP) +2 (Dex) +5 (IE) = +12
! Survival (Int) (Dungeoneering, Nature, Use Rope): +2 (2 SP) +3 (Int) +5 (IE) = +10
! Thievery (Dex) (Appraise, Disable Device, Open Locks, Sleight Of Hand). +5 (2* SP) +2 (Dex) +5 (IE) = +12
! Use Device (Cha) (Use Magic Device, Use Psionic Device, and Use Technological Device): +1 (1 SP) +3 (Cha) +5 (IE)
= +9

Equipment (23 GP, 1 SP): Backpack (2 GP), Bedroll (.1 GP), Canteen (2 GP), Ragged Clothing (Free), Rations (7 Days,
3.5 GP), 100' Hemp Rope (2 GP), Grappling Hook (1 GP), 10 Pitons (1 GP), Quarterstaff (-), Whetstone (-), Fishing Line
& Hook (.1 GP), Tarp (1 GP), 10 Torches (.1 GP), Hammock (.1 GP), Glue Pot (.5 GP), 5 Daggers (10 GP).

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