Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6) (PFRPG)
***( )( ) by Umbranus

Pathfinder Society Scenario #4–11: The Disappeared (PFRPG) PDF
***** by JCServant

Super Genius Presents Races Revised: The Kitsune Clans (PFRPG) PDF
***( )( ) by Golden-Esque

Pathfinder Roleplaying Game: Ultimate Campaign (OGL)
***** by strangepork

Pathfinder Campaign Setting: Chronicle of the Righteous (PFRPG)
***** by strangepork

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Jakardros Sovark

Aidan Ayrvar's page

351 posts. Alias of Enaris.


Full Name

Aidan "Greenspeaker" Ayrvar

Race

Human

Classes/Levels

Druid 3 hp 20/20 <hp16/16> AC 15/11/14 <21/14/17> CMD 12 <19> Svs 3/2/6 <4/8/3> Perc+9 <6> Init+1 <+4>

Gender

Male

Size

Medium

Age

23

Alignment

LN

Deity

Erastil & Gozreh

Languages

Taldane, Druidic, Sylvan, Gnomish

Occupation

Guide

Strength 8
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 17
Charisma 13

About Aidan Ayrvar

.
LN medium humanoid (human) Druid 2
Init+1; Senses: Perception+9 (+11 in natural setting)
DEFENSE


    AC: 15/11/14 (+1dex, +4ac)
    hp: 20/20 (3d8+0)
    Svs: 3/2/6; +4 vs hot or cold environments and suffocation.

OFFENSE

    Spd: 30' (20' in armor)
    Melee +1
  • Dagger (1d4-1)
  • Quarterstaff (1d6-1)
  • Gauntlet -4 (1d4-1)
    Ranged +3
  • Dagger (1d4-1); 10'
  • Dart (1d4-1); 20'
  • Sling (1d3-1); 50'
    Spells Prepared(4/3/2) :
    2: Soften Earth and Stone, Warp Wood
    1: Cure Light Wounds, Longstrider, Pass Without Trace
    0: Detect Poison, Guidance, Purify Food and Drink, Resistance.

STATISTICS

    8,12,10,14,17,13
    BAB+2; CMB+1; CMD=12
    Feats:Endurance
    Traits:World Traveler(sense motive), Eyes of the Wild
    Skills
  • Climb +3 (1rank, 3class, -1str)
  • Craft (Leatherwork) +6 (1rank, 3class, 2int)
  • Handle Animal+7 (+11 with Tkurzhan) (3rank, 3class, 1cha),
  • Heal+9 (+11 with kit) (3rank, 3class, 3wis),
  • KnGeography+7 (2rank, 3class, 2int)
  • KnNature+8 (1rank, 3class, 2int, 2abil),
  • Perception+9 (+11 in natural setting) (3rank, 3class, 3wis, trait),
  • Profession (Guide)+7 (1rank, 3class, 3wis)
  • Sense Motive+10 (1rank, 3class {&1trait}, 3wis, 2race),
  • Survival+11 (+12 to navigate with map) (2rank, 3class, 3wis, 1race, 2abil),
  • Swim+3 (+0 in armor) (1rank, 3class, -1str)
    Languages: Taldane, Druidic, Sylvan, Gnomish
    SQ
  • Eye for Talent:
    Humans have great intuition for hidden potential. They gain a +2 bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat racial trait.
  • Heart of the Wilderness:
    Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
  • Weapon and Armor Proficiency:
    Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

    Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.

    A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

  • Spells:
    A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
    To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
    Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score.
    A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Spontaneous Casting
    A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

    Chaotic, Evil, Good, and Lawful Spells
    A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

    Orisons (Sp)
    Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

  • Bonus Languages:
    A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
    A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
    Druidic has its own alphabet.
  • Nature Bond (Ex)

Tkurzhan, Sabertooth Companion
medium animal (feline)
Init+3; Senses: LoLite, scent, Perc+6
DEFENSE

    AC 21/14/17 (+3na,+4dex,+4ac)
    hp 16/16 (3d8+3)
    Svs: 4/8/3; evasion

OFFENSE

    Spd 40'
    Melee+5
  • Bite (1d6+3)
  • 2xclaws (1d4+3)
    SA Rake (1d4+3)

STATISTICS

    16,18,13,2,15,10
    BAB+2; CMB+6; CMD=19 (23 vs trip)
    Feats Armor Proficiency(Light), Armor Proficiency (Medium).
    Skills Acrobatics+8 (+12 to jump), Intimidate+4, Stealth+10.
    SQ: Link, Share Spells

    ...The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
    Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

  • Nature Sense (Ex)
    A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
  • Wild Empathy (Ex) +2
    A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
  • Woodland Stride (Ex)
    Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
  • Trackless Step (Ex)
    Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Gear:
Weapons: Tooth Dagger, Spiked Gauntlet {two fangs strapped to the arm}, Quarterstaff, Bone Dart(3), sling.
Armor: Hide <leather, medium cat>
Goods: Pathfinder's kit, Holly&Mistletoe, Healers Kit(4), <Tent>, signal horn, silent whistle, explorer's outfit, <exotic pack saddle, medium cat>
Group use: Waterproof Bag, Map case with Area Map.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.