BRYSON DEEPWINTER CR 4
Male Half-Elf Druid 5
NG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +18
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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 51 (5d8+10)
Fort +6, Ref +3, Will +7
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 20 ft.
Melee +1 Scimitar +7 (1d6+4/18-20/x2) and
. . Club +6 (1d6+3/20/x2)
Ranged Sling +5 (1d4+3/20/x2)
Spell-Like Abilities Icicle (6/day)
Druid Spells Known (CL 5, 6 melee touch, 5 ranged touch):
3 (2/day) Call Lightning (DC 16)*, Water Breathing (DC 16), Magic Fang, Greater (DC 16)
2 (3/day) Restoration, Lesser (DC 16), Flaming Sphere (DC 15), Wood Shape (DC 15), Fog Cloud
1 (4/day) Endure Elements (DC 14)*, Speak with Animals (DC 14), Obscuring Mist*, Faerie Fire, Read Weather (DC 14)
0 (at will) Purify Food and Drink (DC 13), Mending, Detect Magic, Light
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STATISTICS
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Str 14/16, Dex 14, Con 14, Int 12, Wis 17, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Alertness, Augment Summoning, Druid Weapon Proficiencies, Natural Spell, Skill Focus: Perception (Adaptability), Spell Focus: Conjuration
Traits Birthmark, Child of Nature: Knowledge (Nature)
Skills Acrobatics -2, Bluff -3, Craft (Carpentry) +3, Craft (Leather) +3, Escape Artist -2, Fly +3, Handle Animal +4, Heal +7, Intimidate -3, Knowledge (Geography) +6, Knowledge (Nature) +10, Perception +18, Ride -2, Sense Motive +8, Spellcraft +5, Stealth +6, Survival +14, Swim -1, Use Magic Device +0
Languages Common, Druidic, Elven, Sylvan
SQ Druid Domain: Water, Elf Blood, Nature Sense (Ex), Resist Nature's Lure (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +4 (Ex), Wild Shape (1/day) (Su), Wild Shape (Beast Shape I: Small - Medium animal), Woodland Stride (Ex)
Combat Gear +1 Scimitar, Black Dragonhide Breastplate, Bullets, Sling (10), Club, Shield, Light Wooden, Sling; Other Gear Adventurer's Sash (2 @ 25.14 lbs), Belt of Giant Strength, +2, Bracers of Armor, +2, Potion of Cure Light Wounds (4), Ring of Protection, +1, Scroll: Speak with Animals (2)
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TRACKED RESOURCES
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Bullets, Sling - 0/10
Club - 0/1
Icicle (1d6+2) (6/day) (Sp) - 0/6
Potion of Cure Light Wounds - 0/4
Wild Shape (1/day) (Su) - 0/1
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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 You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Icicle (1d6+2) (6/day) (Sp) 30' Ranged touch attack deals 1d6+2 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.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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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+18[/dice]
Scimitar +1:
to hit [dice]1d20+7[/dice] damage [dice]1d6+4[/dice]
Club:
to hit [dice]1d20+6[/dice] damage [dice]1d6+3[/dice]
Icicle: RTouch
to hit [dice]1d20+5[/dice] damage [dice]1d6+2[/dice]
Sling:
to hit [dice]1d20+5[/dice] damage [dice]1d4+3[/dice]