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Zasril

Bryson Deepwinter's page

707 posts. Alias of Dax Thura.


Classes/Levels

Half Fiend Half Elf Druid 6| HP 71/71| AC 22, FF 19, Touch 14| Fo +9 Re +5 Wi +10| Init +3| Percep +21

About Bryson Deepwinter

Bryson Deepwinter
Male half-fiend half-elf druid 6 (Pathfinder RPG Bestiary 171)
NE Medium outsider (humanoid, elf, human, native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +21
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Defense
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AC 22, touch 14, flat-footed 19 (+7 armor, +1 deflection, +3 Dex, +1 natural)
hp 71 (6d8+26)
Fort +9, Ref +5, Will +10; +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +2 trait bonus vs. charm and compulson
DR 5/magic; Immune sleep, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 18
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Offense
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Speed 40 ft. (30 ft. in armor), fly 60 ft. (good)
Melee +1 scimitar +10 (1d6+6/18-20) or
. . bite +9 (1d6+5), 2 claws +9 (1d4+5)
Ranged sling +7 (1d4+5)
Special Attacks smite good, wild shape 2/day
Spell-Like Abilities (CL 6th; concentration +6)
. . 3/day—darkness
. . 1/day—desecrate, unholy blight
Domain Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—icicle (1d6+3 cold)
Druid Spells Prepared (CL 6th; concentration +11)
. . 3rd—call lightning (DC 18), greater magic fang, remove disease, water breathing[D]
. . 2nd—barkskin, flaming sphere (DC 17), fog cloud[D], wood shape (2, DC 17)
. . 1st—faerie fire, longstrider, obscuring mist[D], read weather, speak with animals, strong wings[ARG]
. . 0 (at will)—detect magic, light, mending, purify food and drink (DC 15)
. . D Domain spell; Domain Water domain
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Statistics
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Str 20, Dex 16, Con 18, Int 14, Wis 21, Cha 10
Base Atk +4; CMB +9; CMD 23
Feats Alertness, Augment Summoning, Natural Spell, Skill Focus (Perception), Spell Focus (conjuration)
Traits birthmark, child of nature
Skills Climb +7, Craft (carpentry) +4, Craft (leather) +4, Fly +10, Handle Animal +5, Heal +9, Knowledge (geography) +9, Knowledge (nature) +12, Linguistics +4, Perception +21, Sense Motive +10, Spellcraft +8, Stealth +9, Survival +17 (+19 to find food and water), Use Magic Device +1; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Common, Druidic, Elven, Sylvan, Terran
SQ elf blood, nature bond (Water domain), nature sense, trackless step, wild empathy +6, woodland stride
Combat Gear potion of cure light wounds (2), scroll of speak with animals (2); Other Gear black dragonhide breastplate, +1 scimitar, club, sling, sling bullets (10), belt of giant strength +2, bracers of armor +2, ring of protection +1, adventurer's sash, 1,247 gp, 2 sp, 8 cp
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Tracked Resources
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Club - 0/1
Darkness (3/day) (Sp) - 0/3
Desecrate (1/day) (Sp) - 0/1
Icicle 1d6+3 cold (8/day) (Sp) - 0/8
Potion of cure light wounds - 2/2
Sling bullets - 0/10
Smite Good (1/day) (Su) - 0/1
Unholy Blight (1/day) (Sp) - 0/1
Wild Shape (6 hours, 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.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
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, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (60 feet, Good) You can fly!
Icicle 1d6+3 cold (8/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim 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.
Smite Good (1/day) (Su) +0 to hit, +6 to damage, +0 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 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).

** 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

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Dice:

[dice=Perception]1d20+21[/dice]

Scimitar +1:
[dice=to hit]1d20+10[/dice] [dice=to hurt]1d6+6[/dice]

Bite:
[dice=to hit]1d20+9[/dice] [dice=to hurt]1d6+5[/dice]

Claw x2:
[dice=to hit]1d20+9[/dice] [dice=to hurt]1d4+5[/dice]

Icicle: RTouch
[dice=to hit]1d20+7[/dice] [dice=to hurt]1d6+3[/dice]

Sling:
[dice=to hit]1d20+7[/dice] [dice=to hurt]1d4+5[/dice]

Wildshape:

Bryson-Devil Cat (Dire Tiger) HP 71| AC 17 FF 16 Touch 11| Fort +9 Ref +4 Will +10| LLV, Scent| Str 24 Dex 14 Con 18| CMB +12 CMD 25| Spd 50
Bite: pounce
[dice=to hit]1d20+10[/dice] [dice=to hurt]2d6+7[/dice] [dice=grab]1d20+16[/dice]
Claw: pounce
[dice=to hit]1d20+10[/dice] [dice=to hurt]2d4+7[/dice] [dice=grab]1d20+16[/dice]
Claw: pounce
[dice=to hit]1d20+10[/dice] [dice=to hurt]2d4+7[/dice] [dice=grab]1d20+16[/dice]

Bryson-Aquafiend (Water Elemental) HP 77/77| AC 22 FF 19 Touch 15| Fort +10 Ref +5 Will +10| Darkvision| Str 20 Dex 16 Con 20| CMB +8 CMD 22| Spd 20/30, swim 60
Slam
[dice=to hit]1d20+10[/dice] [dice=to hurt]1d6+7[/dice]


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