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Hawk

Alcheringa Unleashed's page

87 posts. Alias of Nik B..


Race

Grumpy Cat - Dire Tiger

Classes/Levels

Druid 6 HP:56/56, - AC: 21/T:13/FF:17 - Percep: +14(Low Light/Scent) F:+5/R:+5/W:+8 - CMB: 12 - CMD: 25/29, Speed: 40ft, Init: +5 Size Large

Gender

M

Size

Large

Special Abilities

Pounce, Grab, Rake

Alignment

NG

Deity

Green Faith

Location

Wandering...

Languages

Taldane, Varisian, Elven, Shoanti, Sylvan

Occupation

Vagrant

Strength 24
Dexterity 17
Constitution 11
Intelligence 14
Wisdom 17
Charisma 10

About Alcheringa Unleashed

Male Great Cat Druid 7 NG
Init +5; Senses Low Light Vision; Scent, Perception +15

--------------------
DEFENSE
--------------------
AC 21, touch 13, flat-footed 17. (+4 armor, +4 Dex, +4 Natural -1 Size)
Wild Ironwood 'Chain Shirt'.

hp 64

CMD 26/30 v Trip

F 5/R 5/W 8*

*immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
** Resist Natues Lure (per Druid)

--------------------
OFFENSE
--------------------
Spd 40 ft.

CMB 12

Melee - Bite (+Amulet) - +12 (2-12+1-6+7)
Melee - Claws/Rake (+Amulet) - +12 (2-8+1-6+7)

Melee - Bite (+Amulet) - +10 (2-12+1-6+11) (Power Attack)
Melee - Claws/Rake (+Amulet) - +10 (2-8+1-6+11) (Power Attack)

Special Attacks - pounce, rake (2 claws +10, 2d4+1d6+11)

Attack cycle:

Bite - [dice]1d20+12[/dice]
Damage - [dice]2d6+1d6+7[/dice]

Claw - [dice]1d20+12[/dice]
Damage - [dice]2d4+1d6+7[/dice]

Claw - [dice]1d20+12[/dice]
Damage - [dice]2d4+1d6+7[/dice]
Special Attacks Grab, pounce, rake (2 claws +10, 2d4+1d6+7)

Power attack combo

Bite - [dice]1d20+10[/dice]
Damage - [dice]2d6+1d6+11[/dice]

Claw - [dice]1d20+10[/dice]
Damage - [dice]2d4+1d6+11[/dice]

Claw - [dice]1d20+10[/dice]
Damage - [dice]2d4+1d6+11[/dice]

Special Attacks - pounce, rake (2 claws +9, 2d4+1d6+11)

Spells:

0
Purify Food/Drink
Detect Magic
Resistance
Light

1
Cure Light Wounds x 4

2
Bulls Strength
Resist Energy
Stone Callx2

3
Greater Magic Fangx2
Cure Moderate wounds

--------------------
STATISTICS
--------------------

SKILLS:
SKILLS

Acrobatics 6
Appraise 2
Bluff 0
Climb 11
Diplomacy 0
Disguise 0
Escape Artist 3
Handle Animal 7*
Healing 8
Intimidate 0
Knowledge: Dungeoneering 3
Knowledge: Geography 7* **
Knowledge: Local 3
Knowledge: Nature 9* **
Perception 14*
Profession: (Golem Smith) 7
Ride 4
Sense Motive 4
Spellcraft 11*
Stealth 2
Survival 14*
Swim 11

* - Denoted 'trained'
** - Nature Sense (Ex): +2 on Knowledge (nature) and Survival checks

Languages Taldane, Varisian, Elven, Shoanti, Sylvan

RACIAL:
RACIAL
- Low-Light Vision: may see twice as far as humans in conditions of dim light

- Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects

- Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic items

- Keen Senses: +2 Racial bonus on Perception checks

- Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial

TRAITS:

TRAITS
Improvisational Equipment: You have an uncanny knack for turning equipment to new and unexpected uses. When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2.

Warrior of Old: +2 Trait bonus on Initiative checks

Devotee of the Green [Knowledge (geography)]: +1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (geography) is always a class skill

FEATS:
FEATS
- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor
- Armor Proficiency, Medium: No penalties on attack rolls while wearing medium armor
- Shield Proficiency: No penalties on attack rolls when using a shield

- Power Attack: Take a -2 penalty on all melee attacks/combat maneuvers to gain a +4 bonus on all melee dmg (excluding touch attacks/effects that don't deal HP dmg) until your next turn; +6 w/ 2-handed weapon, 1-handed weapon using two hands, or primary natural weapon that adds 1-1/2 times Str mod on dmg rolls; +2 w/ off-hand weapon or secondary natural weapon

-Toughness:

- Natural Spell: Complete verbal and somatic components of spell and use any material components/foci possessed while using wild shape

[spoiler=CLASS]CLASS
"DRUID
- Druid spells: Casts divine spells from druid spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom is primary ability for bonus spells and DC; must spend 1 hour each day to regain daily allotment of spells: 1st level: (DC 14): 4 spells per day | 2nd level: (DC 15): 4 spells per day | 3rd level: (DC 16): 3 spells per day

- Orisons: 4 orisons per day (DC 13), cast like any other spell, but do not expend any slots and may be used again)

- Spontaneous Casting [Druidic]: May 'lose' any prepared spell to cast any summon nature's ally spell of the same level or lower spell without preparation

- Chaotic, Evil, Good, and Lawful Spells: Cannot cast spells with these descriptor(s):

- Bonus Languages: May select Sylvan as bonus languages in addition to those available because of race; knows Druidic as free language

- Nature Bond (Ex): Gain animal companion that grows with you; effective druid level 1

- Nature Sense (Ex): +2 on Knowledge (nature) and Survival checks

- Wild Empathy (Ex): Spend 1 min and roll 1d20+6 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 at –4 penalty

- 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.

- Resist Nature’s Lure (Ex)

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

- Wild Shape (Su): Standard Action (no AoO); 2/day turn into Large to Tiny animal (as Beast Shape II) or Small elemental (as Elemental Body II) size and back again; lasts 6 hour(s) or until changing back; cannot speak normally as animal, but may communicate with appropriate animals

Companion

Stats:

Blaze

N Medium animal - Black Firepelt, Female.
Init 5 Senses low-light vision, scent; Perception 8

DEFENSE
AC 21, touch 16, flat-footed 16 (+5 Dex, +5 natural +1 Bracer)
Bracers of Armour +1
hp 54 (6d8+10)
Fort +7, Ref +10, Will +3 - Evasion

OFFENSE
Speed 50 ft.
Melee Bite +8(1d6+6, plus Trip) (PA)
Melee Claw +7(1d3+6)(PA)
Melee Claw +7(1d3+6)(PA)

STATISTICS
Str 18, Dex 21, Con 15, Int 3, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 23 (27 vs. trip)

Feats Weapon Finesse, Power Attack, Weapon Focus (Bite)
*Skill Focus:Perception

Skill
Acrobatics 9
Climb 4
Escp Art 5
Intimidate -2
Perception 8
Stealth 10
Survival 2 (Scent track)
Swim 4

Training
Attack (all), Come, Defend, Down, Heel, Track, Guard

Attack sequence:


Blaze
Powerattacks
Bite - [dice]1d20+8[/dice]
(Trip) - [dice]1d20+7[/dice]=CMD
Damage - [dice]1d6+8[/dice]

Claw - [dice]1d20+7[/dice]
Damage - [dice]1d3+8[/dice]

Claw - [dice]1d20+7[/dice]
Damage - [dice]1d3+8[/dice]


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