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Shedoa

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Shedoa fearlessly carries [[Wes (character|]] into combat, nimbly slashing at enemies with her horn and hooves.  She keeps a watchful eye on her rider, though, and is quick to offer healing magic to him or his allies whenever they suffer harm.
A unicorn's horn acts as a +3 magic weapon, though its power fades if removed from the unicorn. Like a lance, a unicorn's horn deals double damage when used in a charge (or x4 damage when scoring a critical hit in a charge).  
A unicorn's horn acts as a +3 magic weapon, though its power fades if removed from the unicorn. Like a lance, a unicorn's horn deals double damage when used in a charge (or x4 damage when scoring a critical hit in a charge).  

Revision as of 01:42, 16 June 2008

Shedoa
Author DrEris
Species Unicorn
Class and Levels Favored Soul 2

Player DrEris
Campaign Princes of the Universe Mark IV
Role Ally
Base None
Status Active
Image:House.png This article uses house rules.
Content is incompatible with campaigns that do not use the same rules.
Unicorn Favored Soul 2
Large Magical Beast
Hit Dice 8d10+2d8+70 (123 hp)
Initiative +7 (Dex)
Speed 60 ft.
Armor Class 31 armored (+7 +3 tessellated mithral chain shirt barding, +3 +2 mithral horse destana, -1 size, +6 Dex, +6 natural), touch 15, flat-footed 25; or

22 unarmored (-1 size, +7 Dex, +6 natural), touch 16, flat-footed 15

Base Attack/Grapple +9/+20
Attack Horn +20 melee (1d8+10)
Full Attack Horn +20 melee (1d8+10) and 2 hooves +18 melee (1d8+6)
Space/Reach 10 ft./5 ft.
Special Attacks Spells
Special Qualities Low-light vision; darkvision 60'; magic circle against evil; spell-like abilities; immunity to poison, charm and compulsion; scent; wild empathy; telepathic bond
Alignment Chaotic good
Saves Fort +16, Ref +16, Will +12
Abilities Str 24, Dex 24, Con 24, Int 24, Wis 24, Cha 24
Skills Balance +11 (4 rks), Concentration +16 (9 rks), Heal +12 (5 rks), Hide +8 (5 rks), Jump +30 (11 rks), Listen +20 (11 rks), Move Silently +22 (11 rks), Ride +11 (4 rks), Speak Language (Celestial, Common, Dwarven, Elven, Gnomish, Goblin, Halfling, Orcish, Sylvan), Spellcraft +16 (9 rks), Spot +20 (11 rks), Survival +21 (+3 in her forest) (11 rks), Use Magic Device +11 (4 rks)

Skill Points Spent/Acquired: 117/117

Feats Alertness, Communicator, Greater MultiattackB, Improved Natural Attack (hooves)B, MultiattackB, Skill Focus (Survival), Spell Hand
ECL 14
XP 103,038


Shedoa is the ever faithful mount, companion and partner of Wes, one of the Princes of the Universe.

Description

Shedoa is a fierce, noble beast with a gleaming white coat and a long, silky, white mane and forelock. Her eyes are fiery golden in color and lively, and she has a two-foot-long ivory horn growing from the center of her forehead. She is about seven feet long from nose to tail, about five feet tall at the shoulder, and weighs about 1000 lbs.

Combat

Current Status
Condition(s) Flat-Footed
Lethal Damage 0
Non-lethal Damage 0
Ability Damage None
Ability Drain None
Daily Uses
Arcane mark 1/1

Comprehend languages 1/1
Cure light wounds 3/3
Cure moderate wounds 1/1
Greater teleport (up to 250 mi.) 1/1
Mage hand 1/1
Message 1/1
Neutralize poison 1/1
Open/close 1/1
Tenser's floating disk 1/1
Hypnotic pattern (Armor) 1/1

Shedoa fearlessly carries [[Wes (character|]] into combat, nimbly slashing at enemies with her horn and hooves. She keeps a watchful eye on her rider, though, and is quick to offer healing magic to him or his allies whenever they suffer harm.

A unicorn's horn acts as a +3 magic weapon, though its power fades if removed from the unicorn. Like a lance, a unicorn's horn deals double damage when used in a charge (or x4 damage when scoring a critical hit in a charge).

Magic circle against evil: This ability continuously duplicates the effects of the spell. Shedoa cannot suppress this ability.

Spell-like abilities: Shedoa can use detect evil at will as a free action. Once per day she can use greater teleport to move anywhere within 250 miles. Shedoa can use cure light wounds (DC 18, CL 5th) three times per day and cure moderate wounds (DC 19, CL 5th) once per day by touching a wounded creature with her horn. Once per day she can use neutralize poison (DC 21, CL 8th) with a touch of her horn. The save DCs are Charisma-based.

The feat Spell Hand allows Shedoa to use mage hand, open/close and Tenser's floating disk once per day each. The feat Communicator allows Shedoa to use arcane mark, comprehend languages, and message once per day each.

Wild empathy: This power works like the druid's wild empathy class feature, except that Shedoa has a +6 racial bonus on the check.

Telepathic bond: Shedoa may communicate telepathically with Lady Unifelle, Chandara, Geoff, Jeremy and Wes. This ability has a maximum range of ten miles. It does not require line of sight or line of effect, but both characters must be on the same plane.

Favored Soul Spells Known (6/6; used 0/0; save DC 17 + spell level): 0 – create water, cure minor wounds, detect magic, purify food and drink, read magic; 1st – cure light wounds, endure elements, sanctuary.

Skills: Unicorns have a +4 bonus on Move Silently checks. They also have a +3 competence bonus on Survival checks within the boundaries of their forests.

Possessions

Light Medium Heavy Lift Drag

Load Limits

233 466 700 1400 3500

Encumbrance: Light (160 lb.)
Max Dex Bonus: N/A
Armor Check Penalty: -0 (included)
Arcane Spell Failure: {{{ASF}}}

+3 horseshoes (1d8 base damage) (4 lb), +3 tessellated mithral chain shirt barding (25 lb), +2 mithral horse destana (8 lb), military saddle (30 lb), saddlebags (8 lb),

Wes's saddlebags (empty 8 lb, total 82 lb): Bedroll (5 lb), tent (20 lb), waterskins (8) (32 lb), winter blanket (3 lb), trail rations (5 days) (5 lb), dehydrated food (8 days) (8 lb), powdered water (4), sunrod (4) (4 lb).

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