Scin

Scin is a first-level Incanter who focuses on the powers of Death and Nature.


Scin Elstar, Fallen Druid

Medium Humanoid (Halfling), True Neutral
Incanter 1, Acolyte


Armor Class 13
Hit Points 7 (1d6+1)
Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 08 (-1) 15 (+2) 13 (+1)

Saving Throws Cha +2, Wis +4
Skills Insight +4, Religion +1, Stealth +5, Survival +4
Tools Cartographer’s Tools
Senses passive Perception 10
Languages Common, Elvish, Halfling, Sylvan
Challenge 1/2


Casting Tradition Blighter (Terrain Casting, Verbal Casting, Terrain Defiler)
Sphere DC 12; Spell Points 3
Death. - Talents (undead) Skeleton
Nature. - Packages plant, Talents none
Universal. - Packages spellcrafting, Talents (dual sphere) Sylvan Necromancy


Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Magical Potency. 1/day, after a short rest, recover 3 (2+½ Incanter level) Spell Points.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.


Actions
Geomancy. (0 sp) – 30 ft., Instantaneous or Concentration (1 minute w/ +1 sp)

  • Entangle (0 sp; requires plants); Concentration. 10-ft. square of difficult terrain. Str save vs restrained.
  • Harvest (1 sp; requires plants); Instantaneous. 1 plant produces enough food to feed 1 Large-sized creature or 3 Medium-sized creatures for a day.
  • Pummel (0 sp; requires tree); Concentration. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d12)

Ghost Strike. (0 sp) - 30 ft, Instantaneous, one creature

  • Exhausting Strike: (0 sp) Con save, increase exhaustion level by 1 for 10 minutes (Instantaneous increase w/ +1 sp)

Reanimate. (0 sp) - 30 ft, Concentration (10 minutes w/ +2 sp), 1 dead creature

  • Skeleton: (0 sp) Bones of a dead creature, raise a Skeleton to serve you
  • Sylvan Necromancy: Use equivalent dead wood in place of dead creature parts for Reanimate. (+2 sp) Undead raised are the plant creature type instead of undead.

Dagger. Melee or Ranged Weapon Attack, +5 to hit, reach 5 ft or thrown 20/60 ft., one target, Hit: 6 (1d4+3) piercing
Quarterstaff (one-handed). Melee Weapon Attack, +2 to hit, reach 5 ft., one target, Hit: 4 (1d6) bludgeoning
Quarterstaff (two-handed). Melee Weapon Attack, +2 to hit, reach 5 ft., one target, Hit: 5 (1d8) bludgeoning


Equipment. A quarterstaff, a dagger, an explorer’s pack, a holy symbol, a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp


Advancement

Scin does not have a specific build path going forward, but rather several different options that can be focused on as desired. The first is to pick up more talents in the Death sphere, both (reanimate) talents to give your minions greater power and different (undead) talents to increase the variety you can call. The second is to focus on your crowd-control abilities from Ghost Strike and the Nature sphere. For the former, further (ghost strike) talents let you tailor your offense to the situation, while Greater Ghost Strike gives you greater efficiency by letting you affect multiple targets at once. For the latter, the Plant Mastery talent gives you the most bang for your buck by making the abilities you already have more powerful, but Pummel Mastery can be selected if you want to focus more on offense than control. Finally, you can branch into the Enhancement sphere and pick up the Might of the Grave (dual sphere) talent to provide additional angles to efficiently boost both your allies and your minions. Regardless, picking up Metasphere talents such as Extended and Lingering can increase the effective duration of nearly every ability you have for both prolonged combat and adventuring days.

In addition, his KAM is a little low, so increasing that should be considered a priority to both increase his save DCs and his spell point pool.



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