Lem

Deneb Flynvias's page

38 posts. Alias of Zayne Iwatani.


Age

34.4

About Deneb Flynvias

Deneb Flynvias
Male Halfling Druid 5
NG small humanoid (halfling)
Init +3; Perception +14
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 Size)
hp 40 (5d8)
Fort +5, Ref +6, Will +9
Resist Nature's Lure: +4 bonus on saving throws
Fearless: +2 racial bonus on all saving throws against fear
Halfling Luck: +1 racial bonus on all saving throws
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Offense
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Speed 20 ft.
MW Sling +9 (1d3 x2)
Small: +1 Attack
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Statistics
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Str 10 (-2 racial), Dex 18 (+2 racial), Con 10, Int 10, Wis 18(+1 level 4), Cha 15(+2 racial)
Base Atk +3; CMB +2; CMD 16
Feat Tax rules: Weapon Finesse, Combat Expertise, Power Attack, Point-Blank Shot, Deadly Aim
Feats Mounted Combat (1), Evolved Companion (Skilled)(3), Natural spell(5)
Traits: Woodland Diplomat, Pioneer
Languages Common, Halfling (Race), Druidic (Class), Sylven (Linguistics)
SQ Nature bond, nature sense, orisons, wild empathy, Woodland stride, Trackless step, Resist nature's lure, wild shape (1/day)
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Skills:

(4 class + 1 FC) x 5 = 25
()Climb (Str)
(3)Diplomacy (Cha) +9
(1)Fly (Dex) +8
(3)Handle Animal (Cha) +10
(2)Heal (Wis) +9 (+11)
(3)Knowledge (geography) (Int) +6
(3)Knowledge (nature) (Int) +8
(3)Perception (Wis) +13
()Profession (Wis)
(3)Ride (Dex) +12
()Spellcraft (Int)
(3)Survival (Wis) +12
()Swim (Str)

Non-Class:
(1)Linguistics (Int) +4

Modifiers
+2 racial bonus on Perception
+2 racial bonus on Handle Animal
+2 racial bonus on Ride
+2 bonus on Knowledge (nature)
+2 bonus on Survival
+1 trait bonus on Diplomacy
+1 trait bonus on Perception
+2 competence bonus on Heal


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Gear:

--Equipped--
Explorer's Outfit
MW Sling 300
Bullets
-Common (50) .5
-Smoking (10) 100
MW Darkleaf Cloth Lamellar Leather Armor 810
Dagger 2
Exotic Military Saddle 60
--Backpack--
Druid's Kit 14 (animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.)
Masterwork Survival Kit 50
Healer's kit 50
Silk Rope(500) 100
Grappling Hook 1
Cold Weather outfit 8
Fishing Kit .5
Mapmaker's Kit 10
Beast Whistle (Avian) 5
Fungal Stun Vial (2) 150
Alchemist's Fire (2) 40
Alchemist's Acid (5) 50
Liquid Ice (1) 40
Burst Jar (1) 35
Antitoxin (2) 100
Antiplague (2) 100

-Magic Items-
Belt (Garuda): Heavyload Belt 2000
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Shoulders:
Wrists (Garuda): Bracers of Armor +1 1000
Slotless:
-Traveler's any-tool 250
-(Garuda) Ring of Protection +1 1000
-Wayfinder 500
-Snapleaf 750

Wand of Cure Light Wounds (33) 495
Wand of Magic Fang (33) 495

Scroll of Magic Stone 25
Scroll of Liberating Command 25
Scroll of Fog Cloud 150
Scroll of Resist Energy 150
Potion of Cure Light Wounds (5) 250

1348 gp


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Racial Abilities/Traits/Feats:

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed (Slow Speed): Halflings have a base speed of 20 feet.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

--Trait--

Pioneer (Kingmaker) (Perception): You begin play with a horse. Also, choose one of the following skill Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Woodland Diplomat: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

--Feats--

Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Evolved Companion (Skilled: Fly): Select a 1-point evolution other than pounce or reach from those available to a summoner's eidolon. Your animal companion gains this evolution. The animal companion must conform to any limitations of the evolution. For instance, only an animal companion of an appropriate size and base form can have the mount evolution.

If you gain a new animal companion, your old animal companion loses this evolution, and you can select a new 1-point evolution for the new animal companion.

Natural spell: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.


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Druid Special Abilities:

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 (see Table: Ability Modifiers and Bonus Spells).

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) (Companion-Garuda):

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

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):

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.

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):

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.


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Spells:

--0th Level-- DC 14 4/At-Will
Enhanced Diplomacy
Resistance
Create Water
Guidance
--1st Level-- DC 15 4/Day
[]Produce Flame[/]
[]Burning Disarm[/]
[]Snowball[/]
[]Entangle[/]
--2nd Level-- DC 16 3/Day
[]Aggressive Thundercloud[/]
[]Flaming Sphere[/]
[]Sickening Entanglement[/]
--3rd Level-- DC 17 2/Day
[]Cloak of Winds[/]
[]Call Lightning[/]

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Garuda:

Roc Animal Companion
N Medium (animal)
Init +5; Senses Low-Light Vision; Perception +8
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Defense
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AC 23, touch 16, flat-footed 18 (+4 Dex, +7 natural, +1 Armor, +1 Deflection)
hp 35 (5d8-5)
Fort +3, Ref +9, Will +2
+2 resistance bonus on all saving throws made to recover from a continuing effect
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Offense
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Speed 20 ft. Fly 80 ft.
Talons(2) +4 (1d4+1)
Bite +4 (1d6+1)
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Statistics
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Str 13, Dex 20, Con 9, Int 3(+1 L4), Wis 13, Cha 11
Base Atk +3; CMB +6; CMD 19
Feats Stable Gallop, Fly-By Attack, Skill Focus (Perception)
Skills
5 skill points
()Acrobatics* (Dex)
()Climb* (Str)
(2)Fly* (Dex) +18
(1)Perception* (Wis) +8
(1)Stealth* (Dex) +9
(1)Survival* (Wis) +5
()Swim* (Str)

Modifiers:
+8 racial bonus on Fly
Tricks: Combat Training: attack, come, defend, down, guard, and heel, Perform (bonus), hunt (Bonus)
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Special Abilities
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Stable Gallop: Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.

Fly-By Attack: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Skill Focus(Fly):You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion:If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal companion adds +1 to any one of its ability scores.

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Backstory:

Before he was born, Deneb's parents, and indeed most of their family, had wandered much of Brevoy. They never felt content in any one spot for long like most Halflings. And their Varisian decent meant the Wanderlust was particularly strong. Then they sailed down the Icerime river to Stoneclimb. Soaring, snow capped mountains on one side and a lush ancient forest on the other. All leading to the adorable community surrounding a mountain fortress, home of House Medvyed. They had to disembark well before the city because the river was too small but it ran its way up and through most of it. First was terraced farms with either crops or animals, the latter hopping up and down the terraces. Then a maze of squat, but brightly painted homes of sun dried brick. Many bridges crossed the little river as it wormed its way up the mountain creating little waterfalls. Was imagining the city from Grimgar. At the top, towering above all of it, was Stoneclimb. Even though the castle looked a little drab, it gave off a more protective feeling than a foreboding one. It was love at first sight. When Deneb was born, they commemorated the event by naming him after the most prominent star in the sky. They did't know how apt that name would be.

Though his family had settled in the city around Stoneclimb, Deneb still felt the Wanderlust in his blood. He couldn't leave at such a young age so it manifested in a need to be in the wilderness. He learned from the many hunters in the area how to track, how to move silently, and live off the land. One day, while out hunting with a small party, they were attacked by a massive bird of prey. A Roc he learned. It was an impressive and majestic bird. Large enough, it could have lifted all of them off the ground with little effort. They fled for the trees to avoid its talons. It screeched at them then flew back over a high cliff. When they returned to Stoneclimb, they learned others had met the violent bird. Apparently it had made off with a few goats already and blew away the roofs of several houses. It was only a matter of time before it became a real danger so the best hunters were sent to quickly dispatch the creature. Strangely, Deneb felt sorry for the creature. There must have been a reason for the attack and, after tracking its flight from his first encounter, he found the reason. Nestled in a nest on the same cliff, not too far from Stoneclimb, he found a baby Roc. She wasn't being violent, she was being protective. And she stole all that livestock to feed her child. Deneb knew without his mother the chick would die, so he decided to care for it himself.

Everyday he would visit the chick and feed it and everyday it grew larger and larger. Eventually the bird became so large it could no longer fit in the nest. Deneb decided it was time for the bird to learn to fly. He knew it would instinctively know what to do when airborne so he gave it a little shove out of the nest to get it going. Unfortunately, he slipped and went tumbling with it. He happened to be on its back when instinct kicked in and it opened it wings and took flight. Thinking he might cause them both to die, Deneb nearly jumped off to save the bird and hope its wings were strong enough to allow a slow decent. He realized however that the bird didn't seem to be struggling with his weight. It even looked back and chirped at him happily. Slowly, Deneb scooted to the front of the bird's enormous back. The sight before him was too great for words. He was flying. Flying high above the mountains he had trudged on foot. It was so beautiful and he felt so powerful, never again did he want to touch the ground. From then on Deneb and Garuda were inseparable.

Which made life infinity more enjoyable and a little more difficult. So he wasn't giving it up but he found that his home below Stoneclimb was unwilling to put up with the giant bird, especially after the fairly recent attack. So that meant keeping mostly to the outskirts of the town. It made visiting his family difficult. But they could see how much he enjoyed it and thus couldn't say much to dissuade him. Not very long after this, a druid from the group that watched over the Gronzi forest finally visited to see what happened to their member here in the east. Lyda's adoptive father had died nearly 30 years ago. To say druid's take things slowly was understatement. But that happens when the leader is an elf. They originally wanted Lyda to fill in but she refused. Though she was a follower of Erastil like them, learning from them brought back too many repressed memories. And she was doing quite well on her own. They needed a suitable replacement. And then Deneb flew over.

Deneb did not take well to the teachings of the slow, thoughtful, and stuffy druids at first. He preferred to stay high in the air, riding the thermals as high as they'll take them. But when they mentioned that he might one day be able to do that himself, he was enraptured. Though he lived his life differently, he still came to find his values still aligned with theirs. His first thought when a Roc attacked the town was "why was it angry" rather than "its too dangerous". He liked the sight of natural wonders rather than man-made ones. He liked the simple life. And he thought civilization and nature could strike a balance, even if he didn't take as active a role as some. They trained him for several years there in the forest close to Stoneclimb and then left. They were not too concerned as House Medvyed followed the Old Ways and Lyda was already doing most of the work he was expected to do.

So Deneb mostly kept villages and towns up to date on the movement of dangerous creatures and intervened when necessary. Most of the time, he could dissuade the creature and no one had to get hurt. People were the real challenge though. More than once he'd had to deal with bandits. Mainly because he could do so with the least loss of life. Deneb was not a fighter. And as such, he preferred diplomacy with people as much as he did with animals. He knew that most often the ones involved near the forest were not doing it out of spite. The ones that did cooled off pretty quickly when persuaded with fire and lightning. Most of the time, it was ordinary men and women who had lost a lot. Bad luck or other bad people forced them into a state of kill or be killed, survive at any cost. Life gave them lemons so they squeezed the juice in other people's eyes. Sometimes, he could convince them to stop. He'd offer aid in the form of healing, food, or shelter. The basic necessities they were stealing all along. And then he'd teach them. Teach them to find or hunt their own food, heal their own sick, and make their own shelters. He got smart enough to request a ranger or two to follow after him when he went to handle such situations. When they arrived, he'd already laid the ground work and they took over so he could fly to his next mission. Seeing people turn around like that was pretty awesome. It wasn't flying, but still pretty good.

His resolve to do anything but laze about in the sky was tested two years ago. A horrible string of kidnappings occurred while he was away and a few of the people taken were from his own family. A large group was organized to find the missing people and Deneb was one of the first chosen. The kidnappers came from Iobaria from across the Icerime Mountains through a path no one thought passable. But a unique set of conditions opened the route. Though he and Garuda ended up grounded on numerous occasions from bad weather, they were determined to see it through. He found new levels of will and courage he never knew before and great strength and stamina in his companion. It took six long months to track them down. Deneb still remains a mostly cheery individual, but he doesn't like to talk about the end of the journey. Many were left saddened or outraged by it. Him included.

After that he needed some space and time. Space from people and time to think through his feelings and his life. And the best way to do that, he figured, was to go on a journey. Someplace far away, or wherever the winds took him and his feathered companion. After seeing his friend, Lyda, off at the gathering point in Brevoy, he continued south into the warmer climates. He flew the entire expanse of the River Kingdoms (and wondered no more why that was their name) all the way into Kyonin. Though the elves would not allow him to fly through or over their home, on threat of arrow and magic, they did let him further into their home than most had because of his connection with nature. After some time amongst the elves he continued on to Druma. The vast gulf of difference between the two nations was staggering. Druma was obsessed with wealth for the sake of wealth. Gilded clothing, expansive mansions, rare and exotic jewels, spices, mounts and so much more. Compared to the subtle, natural elegance of Kyonin, it looked gaudy. He did not stay long. After Druma was the Elsir Vale, a place that seemed to have no true governing body. He debated going further since he knew Cheliax was just beyond. That didn't sound like a great place to visit. His choice was made for him though as he descended into a nearby forest for a rest. By accident he'd landed close to a hobogoblin camp, and one prepared for aerial combat. Strong as Gurada might have been, once the nets fouled his wings, they crashed to the ground hard. Both put up a fight as best they could but they were disoriented from the crash and were captured without any meaningful damage to their attackers. If Deneb ever wondered what his family felt like when they were captured, well know he was going to find out.