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Zasril

Bryson Deepwinter's page

609 posts. Alias of Dax Thura.


About Bryson Deepwinter

Bryson Deepwinter
Male Half-Elf Druid 6
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +19
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Defense
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AC 21, touch 13, flat-footed 19 (+7 armor, +1 shield, +2 Dex, +1 deflection)
hp 59 (6d8+14)
Fort +7, Ref +4, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson, +4 vs. fey and plant-targeted effects
Immune magic sleep; Resist cold 10
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Offense
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Speed 20 ft.
Melee light shield bash +3 (1d3+3) and
. . +1 scimitar +8 (1d6+4/18-20) and
. . club +7 (1d6+3)
Ranged sling +6 (1d4+3)
Special Attacks wild shape 2/day
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—icicle (1d6+3 cold)
Druid Spells Prepared (CL 6th; concentration +9):
3rd—call lightning (DC 16), greater magic fang, protection from energy, water breathing [D]
2nd—barkskin, flaming sphere (DC 15), fog cloud [D], lesser restoration, wood shape (DC 15)
1st—endure elements*, faerie fire, obscuring mist [D], read weather*, speak with animals
0 (at will)—detect magic, light, mending, purify food and drink (DC 13)
[D] Domain spell; Domain Water
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 17, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Alertness, Augment Summoning, Natural Spell, Skill Focus (Perception), Spell Focus (conjuration)
Traits birthmark, child of nature
Skills Climb +3, Craft (carpentry) +3, Craft (leather) +3, Fly +3, Handle Animal +4, Heal +7, Knowledge (geography) +7, Knowledge (nature) +10, Linguistics +3, Perception +19, Sense Motive +8, Spellcraft +5, Stealth +7, Survival +15 (+17 to find food and water), Use Magic Device +0; Racial Modifiers +2 Perception
Languages Aquan, Common, Druidic, Elven, Sylvan, Terran
SQ elf blood, nature bonds (druid domain [water] domain), trackless step, wild empathy +5, woodland stride
Combat Gear Potion of Cure Light Wounds (4), Scroll of Speak with Animals (2); Other Gear black dragonhide breastplate, light wooden shield, +1 scimitar, club, sling, sling bullets (10), belt of giant strength +2, bracers of armor +2, ring of protection +1, adventurer's sash, 1247 GP, 2 SP, 8 CP
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TRACKED RESOURCES
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Club - 0/1
Icicle (1d6+3 cold) (6/day) (Sp) - 0/6
Potion of Cure Light Wounds - 0/4
Sling bullets - 0/10
Wild Shape (2/day) (Su) - 0/2
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Birthmark +2 save vs. charm & compulsion
Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Druid Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Icicle (1d6+3 cold) (6/day) (Sp) 30' Ranged touch attack deals 1d6+3 Cold damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Potion of Cure Light Wounds Add this item to create a potion of a chosen spell.
Scroll of Speak with Animals Add this item to create a scroll with spells on it.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Bryson never knew his father and barely recalls his mother. When he was still a small child, Bryson was given to a hermit to raise and never saw her again. The hermit recently passed and the wood no longer feels like home, so he left. He's decided it's time for him to see more of the world. Sassarine is the closest city that he knew so he decided to go there first.
Shortly after entering the city, Bryson foiled a kidnapping attempt. For his actions he has earned the favor of a Keltar Islaran, Sasserine's Harbormaster and the ire of a gang of criminals (one of the kidnappers had a tattoo on her shoulder: a dragon surrounded by a lotus bloom).

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Description:

Spoiler:
Bryson is a dark skinned half elf with long black hair. He is at home in the wilderness, but totally out of his element in a city. While he is quiet and polite, Bryson is not fully competent with the social niceties. He has a birthmark that looks like a horned serpent over his heart.
6’; 160 lbs; 35 years old

Background:

Spoiler:
Bryson never knew his father and barely recalls his mother. When he was still a small child, Bryson was given to a hermit to raise and never saw her again. The hermit recently passed and the wood no longer feels like home, so he left. He's decided it's time for him to see more of the world. Sassarine is the closest city that he knew so he decided to go there first.
Shortly after entering the city, Bryson foiled a kidnapping attempt. For his actions he has earned the favor of a Keltar Islaran, Sasserine's Harbormaster and the ire of a gang of criminals (one of the kidnappers had a tattoo on her shoulder: a dragon surrounded by a lotus bloom).

Dice:

Spoiler:

Perception [dice]1d20+19[/dice]

Scimitar +1:
to hit [dice]1d20+8[/dice] damage [dice]1d6+4[/dice]

Club:
to hit [dice]1d20+7[/dice] damage [dice]1d6+3[/dice]

Icicle: RTouch
to hit [dice]1d20+6[/dice] damage [dice]1d6+2[/dice]

Sling:
to hit [dice]1d20+6[/dice] damage [dice]1d4+3[/dice]

Initiative:

Spoiler:

1d20 + 2; (16) + 2 = 18
1d20 + 2; (5) + 2 = 7
1d20 + 2; (19) + 2 = 21
1d20 + 2; (10) + 2 = 12
1d20 + 2; (12) + 2 = 14
1d20 + 2; (8) + 2 = 10
1d20 + 2; (7) + 2 = 9
1d20 + 2; (15) + 2 = 17
1d20 + 2; (4) + 2 = 6
1d20 + 2; (18) + 2 = 20


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