Vilspar Theram
From Rathe
"When once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return."
Vilspar Theram was TJ's second ever D&D PC. He adventured with The Conscripts until his untimely demise.
Stats
Name: Vilspar Theram
Size and Type: Medium Humanoid (Raptoran)
Hit Dice: 4d8+8
Initiative: +3
Base Land Speed: 30ft/x4
Base Air Speed: Cannot fly yet.
Armor Class: 16 (Touch 16, Flat-footed 13)
Base Attack/Grapple: +3/+5
Attack:
Unarmed Strike
melee, +5, 1d8+2/x2, B or S or P
Light Crossbow
ranged (80 ft), +6, 1d8, 19-20/x2, P
Full Attack:
Unarmed Strike (Flurry of Blows)
melee, +3/+3, 1d8+2/x2, B or S or P
Space/Reach: 5ft/5ft
Special Attacks and Special Qualities:
Racial Abilities
-Wing-Aided Movement: Vilspar can use his wings to help with movement even if he can’t fly yet. The extra lift from his wings gives Vilspar a +10 racial bonus on jump checks.
-Gliding (Ex): Vilspar can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Vilspar glides at a speed of 40 feet (average maneuverability). If Vilspar becomes unconscious or helpless while in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. He descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
-Unerring Direction: Vilspar has in instinctive sense of which direction is north on the material plane, regardless of his location.
-Low-Light Vision: Vilspar can see twice as far as a human in low-light conditions. He retains the ability to distinguish color and detail.
-Weapon Familiarity: The footbow is a material weapon rather than a exotic weapon for Vilspar.
-Skill Bonuses: +2 racial bonus on climb and spot checks.
-Flight (Ex): When a raptoran reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A raptoran can't fly while carrying a medium or heavy load or while fatigued or exhausted.
Raptorans can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Raptorans are likewise fatigued after speding a total of more than 10 minutes per day flying. Because raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 10 HD, raptorans have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
A raptoran with flight can make a dive attack. A dive attack words like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
A raptoran with flight can use the run action while flying, provided she flies in a straight line.
-Pact with Wind Lords: Raptoran spellcasters cast spells with the air descriptor at +1 caster level.
Class Abilities
-Proficient with club, dagger, handaxe, heavy crossbow, javelin, kama, light crossbow, nunchaku, quarterstaff, sai, shuriken, siangham, sling, unarmed strike.
-Cannot wear armor or use a shield and benefit from wisdom bonus to AC, fast movement, and flurry of blows.
-AC Bonus (Ex): +3 wisdom bonus to AC
-Flurry of Blows (Ex): As a full attack, you may make one extra attack. All attacks made in the round suffer a –2 penalty.
-Evasion (Ex): On a successful Reflex save against a magical attack, you take no damage.
-Fast Movement (Ex): +10 to land speed when unarmored.
-Still Mind (Ex): +2 to save against enchantment spells and effects.
-Monk Bonus Feats: Improved Unarmed Strike, Stunning Fist, Combat Reflexes.
Saves: Fort 7 Reflex 8 Will 8 (-1 to all w/o ring of resistance, +2 if save is made against an enchantment)
Abilities: STR 14 DEX 16 CON 14 INT 12 WIS 16 CHA 11
Skill Ranks (Total Bonus): Hide 7 (+10), Listen 7 (+10), Move Silently 7 (+10), Spot 7 (+12), Tumble 7 (+10)
Feats: Versatile Unarmed Strike, Pain Touch
Environment: N/A
Organization(s): N/A
Challenge Rating: 4
Treasure: ~2700
Alignment: N/A
Advancement: Monk
Level Adjustment: None
Trivia
