About Elgan DreadwoodClass:Druid Lvl 16 (Shifter version, PHBII)
Current Events:
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-16th level is 600,000 Stats
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Male, Wild Elf (Medium) Alignment: NG Wild Elf Stats: +2 Dex, -2 Int
4th lvl;+1 to Wis
Skills
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Acrobatics: (Dex) +3 Appraise: (Int) +1 Bluff: (Cha) +2 Climb: (Str) +0 Concentration: (C)(Con) +18 = 2 + [16r] Craft: (C)(INT) +1 Diplomacy: (C)(CHA) +15 = 2 + [13r] Disable Device: (Dex) +X Disguise: (Cha) +2 Escape Artist: (Dex) +3 Fly: Handle Animal: (C)(Cha) +18 = 2 + [16r] Heal: (C)(Wis) +4 Intimidate: (Cha) +2 Knowledge (Arcana):(Int) + = + [r] Knowledge (Planes):(Int) + = + [r] Knowledge (Nature):(C)(Int) +22 = 1 + [2ns]+[18r] Linguistics: (Int) +1 Perception: (Wis) +22 = 4 + [+2rb] + [16r] Perform: (Cha) +2 Profession():(C)(Wis) +4 = 4 + [r] Ride: (C)(Dex) +3 Sense Motive: (Wis) +4 Slight of Hand: (Dex) +3 Spellcraft: (C)(Int) +1 = 1 + [r] Stealth: (Dex) +3 Survival: (C)(Wis) +21 = 3 + [2ns]+[16r] Swim: (C)(Str) +0 = 0 + [r] Use Magic Device: (Cha) X 1st level: 20 skill points, Max ranks 4/2
*Armor Check Penalty for # Encumbrance;
Feats
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1st level: (1-character) Spontaneous Healing: Can trade a memorized spell for a Cure spell of the same level. Spontaneous Summoning:(Free-Druid) Can 'lose' a memorized spell to cast a 'Summon Nature's Ally' spell of same level or lower. 3rd level: (1)
5th level:(1)
Mobility [General] (Free-ONLY when in Predator form!)
Dodge bonuses stack with each other, unlike most types of bonuses. 7th Level:
9th Level:(1)
Fly-by Attack (Free-ONLY when in Ariel Form) 11th Level:(1) Greenbound summoner: All of your creatures summoned by a Summon Natures Ally spells gain the Greenbound template. The greenbound template:- Type becomes plant (so no crits, mind affecting, or polymorphing..)
The feat is on page 8, the Greenbound template on page 173-175 10th Level:
13th Level: Rapid Summoning: (Metamagic, +1 lvl, Complete Arcane)
14th Level: Bonus- Improved Overrun in Woodland Avenger form 15th Level: Powerful Shape- When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample). NEXT FEATS:
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Metamagic School Focus (Rapid Summoning): Subtract one level from the slot needed to add Rapid summoning to a spell (Makes Rapid summoning +0 level!) Languages:
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Common, Elvish, Sylvan, Druidic Combat
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AC: 24; Touch AC: 16; Flat Footed: 22; (28/16/27 w/+ shield) *+2 Dodge bonus to AC when Fighting Defensively (-4 to att) *+4 Dodge bonus to AC when using the Total Defense Standard Action HP:123 (157 w/ Belt; 192 w/ Bear's endurance)
Saves:
Attacks:
Combat 2: Shapeshift
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The following stats are what CHANGES when using shapeshift: Predator Form Bite:+15/+11/+5 to Hit; Dmg:1d6+5; (+1d6 Flame,+1d6 Lightning,+1d6 Frost) 4th lvl-Bite counts as MAGIC for purposes of overcoming dmg reduction. AC:28; Touch:19; Flatfooted:26 Move: 50' Land Speed Str +4 =14 (+2 to hit/dmg; 16/+3 w/ belt) AC+4 to Natural Armor (Included Above) Level 5 gain Feat:Mobility when in this form (+4AC vs AoO) Aerial Form
Slayer Form
Woodland Avenger Form (Treant)
Elemental Fury Form – an elemental form of Air, Earth, Fire or Water.
Elf Stats
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Elf, Wild (MM p104) +2 Dex, –2 Int • Medium Size • 30’ movement • Immunity to magic sleep • +2 Racial bonus on Listen, Search, & Spot checks. • Automatic Search check if an Elf passes within 5’ of a secret or concealed door • Low-light Vision • Automatic proficiency with all straight Bows • Automatic proficiency with Longsword and Rapier • +2 Racial bonus to saves vs. Enchantments • Favored Class-Sorcerer Druid Magic Info:
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Druid Caster Level: 14 Spells per day:(Includes Bonus spells, 2+ lvl1, 1 each lvls 2-5):
Save DC's: For spells cast(Druid): (#)= Conj spells:
Spells Memorized(Druid): 0= Guidance, Flare, Detect Magic, Create Water, Stabilize, Purify Food & Drink
Druid 'Shapeshift Variant' Class Info:
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Hit Die:d8. Class Skills: The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at 1st Level: (4 + Int modifier) ×4. Skill Points at Each Additional Level: 4 + Int modifier. Nature Sense(Ex):+2 on Knowledge (Nature) & Survival Checks
‘Druid variant, Shapeshift’ Class Abilities:
Predator Form – typically a Wolf, Panther, etc.
Level 5
Level 8
Level 12
Level 16
Spellbook (Commonly used Spells listed here for easy reference)
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Read Magic
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Guidance
Inventory
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Weapons: Quarterstaff, Masterwork Shortbow +1, 40 arrows, Dagger, Silvered Dagger, Cold Iron Dagger, Longsword, Scimitar, +1 Rapier, Armor Green Dragonskin Breastplate Armor +3 (Masterwork)(700GP, Beastskin, AC:+7(total) Max Dex:+3, Armor Check:-3, HP:20, Hardness:20), Large Darkwood Shield +2 (Masterwork)(157GP, +1,000GP Enchantment, AC:+4 (Total) HP:20, Hardness:15, Armor Check:0); Gear: Backpack, Bedroll, Blanket, Traveler's Clothes (Includes tunic & tights of browns & greens, soft boots and hooded cloak. Primarily made of leather or animal skins.), 50' hemp rope, grappling hook, waterskin, 7 days trail rations (Elf Bread), flint & steel, whetstone, Sack(Empty), 2 Tindertwigs, 2 Smokestick, 2 Sunrods, wolfsbane(2 sprigs), 2 torches, Belt pouch,
Magic Items:
Money:
Animal Companion:
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Why are you looking here? You KNOW I gave up my animal companion for the shapeshift ability! At least until I can take another feat and get an animal companion again,... :D Appearance & Mannerisms
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Wild Elf, 5' Tall, 90lbs, 115 years old. Thin and sinewy, ruddy-cheeked, rugged looking from living outdoors, and yet personable and likable. Women find him attractive, (Most call him 'cute', He calls it his 'Animal Magnetism'.) He is amiable and willing to chat, (and on a variety of subjects, not all are always considered proper for 'polite' company.) And is also capable and willing to go for hours just watching others as the world unfolds around him. He has the basic druid philosophy of 'live & let live', and tries not to interfere with the 'natural order' of things. But he is a big softie at heart, and can't stand to let the little guy get eaten JUST because the other critter is bigger, and meaner, and has teeth the size of daggers,... So he has ended up being the 'defender of the underdog-forest chapter'. Which has caused him some grief. His skin is tanned to a chestnut brown from living outdoors.
He speaks Common, Elvish, Sylvan, and Druidic fluently. And as he can be fairly charming and an intelligent speaker, his wisdom has been instrumental in settling several disputes between forest denizens. However, he speaks Common with a distinct drawl, (see background), and this has led to him having his intelligence underestimated by some humans he comes across. Background
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Elgan was born to a tribe of Wild Elves that live deep in the heart of the Dreadwood. He was born under several auspicious signs, including (but not limited too,) a shaft of bright sunlight during a rain, Favorable Stars in the sky (the Hunter & the Fox), And the cry of a hunting bird at the same time as the shaft of sunlight appeared. All in all, pretty much great things were expected of him from day one. His tribe was one of the few scattered tribes who take the defense of the Center of the Dreadwood seriously. Both the defense of the Dreadwood from adventurous interlopers, and protecting said interlopers from the dangers within. Early on Elgan did show the usual signs of magical ability for which his tribe was famous. His parents had high hopes that he would become one of the tribe's powerful sorcerers and become a great shaman, or maybe even leader. But Elgan was was always more interested in playing with the animals or climbing the great trees than studying to control his magic. (In game terms, he is under a constant 'Prestidigitation' that affects only him. Biting insects don't seem to bother him, mud and slime don't want to stick to him, [though good clean dirt has no trouble], etc.) He learned to speak Common from the few traders that were trusted enough to be allowed near the center of the woods where the village was. These traders tended to be loaners, who lived outside of the comforts of civilization, and had their own way of speaking interlaced with several words from other languages. So while he was raised to be diplomatic, and is considered to be quite the exemplary speaker in Elvish and Sylvan, he speaks Common with with a distinct accent and twang that is considered to be 'uneducated' among the humans. One day an older Druid, (a servant of the great Druid Robyn herself), who rarely ever came to the settlement, was passing through, took one look at the child, and immediately demanded to know why he had not been handed over to the druids for his proper training. When he the Druid told Elgan to follow him, Elgan politely said 'No thank you', and tried to leave. The older druid immediately Shifted into various forms, a wolf, an eagle, and finally a bear, to block his escape. At the last Elgan tilted his head sideways, looked at the druid through narrowed eyes and said, "Oh, is THAT how it's done?" He then shifted into a kitten and climbed to the top of the nearest tree where the heavier druid could not follow.
Once he found that he pretty much got to live outdoors and play with his animal friends all the time, he took to his new life as apprentice druid pretty quick. Though he did have a bit of trouble understanding WHY they should always try to remain neutral in conflicts, whether between animals or humanoids. "Survival of the fittest' was fine and good, But sometimes what one humanoid was doing to the others was just wrong, couldn't they see that? Early in his training it was determined that he had been blessed at birth by the Nature Goddess, (all those signs, pretty hard to miss actually), And that explained his preternatural shapeshifting abilities, and the 'Healing Touch' Spontaneous Healing Feat that he possessed. That was fine, but then the druids began talking about his 'destiny', and that only made him more cynical, as he had always been taught that the gods could not overrule free will. As part of his training he was assigned to guard the woods from the possible depravations of the town of Silglen. And was left to watch it for one year, with STRICT instructions not to let them know they were being watched by an Elf. But the townspeople were pretty good about how they approached the forest (they had learned their lessons long ago), and the masters had not said anything about being seen as an animal, SO,... Before the first month was out, the townsfolk found themselves being aided by various animals. From the wolf who protected their herds from the wild dogs who were getting too bold and comfortable around humans, to the hunting cat that defended them from a gang of would-be bandits that tried to set up camp nearby, The people of Silglen quickly figured that one creature was responsible for all they had seen, and thought that the woods had sent a protector-spirit to aid them. They began to leave out food, and then small items of some value in thanks for his help. (THIS is how he ended up with most of his money and decent gear, as well as the nickname 'The Spirit-Beast of Silglen'.) The druids were cranky that he had done more protecting of the town instead of the woods, but they had to admit that he had followed their orders almost exactly. They trained him a bit more, then when he was old enough to be considered 'of age', and he was beginning to be a 'wild influence' of the newest crop of young druids-to-be, The elder druid who had 'recruited' him had a vision. ('How convenient.' thought Elgan.) He was to travel south, and follow the 'animal spirits' whom he would meet on the road. They would travel with him to his destiny. Which he would either fulfill and return, one of the greatest champions that his tribe had ever known, in time to aid in the defense of the Center of the Dreadwood from the rise of a great evil,... or he would fail, in which case he likely would never return at all. Having developed a great love for his goddess of nature, but never being a big believer in destiny, and desiring to see more of the outside world he had heard about from the traders of his youth, Elgan happily accepted. He traveled south to the region surrounding Bale Keep, where he came upon a group of Goblins attacking a short, rotund, hairy humanoid with a wagon-full of wooden casks. He didn't help because the short humanoid was in no real danger from the fairly incompetent group of goblins. So he settled in to observe the goblins. And not much later, the the short round one returned with a herd of normal humans, who made extremely quick work of the Goblins. He didn't raise a finger to help the goblins because,... well, they WERE goblins, 'survival of the fittest' and all. But this eclectic collection of humanoids captured his attention. Could it be THIS group were the 'animal spirits' he was supposed to find? The tall, effeminate one who used big words was certainly the spirit of the magpie, much talking but little of substance.(Though useful for finding bright treasures.) The smallest one looked to have the spirit of the Badger or wolverine in his eyes and actions, best not to make him angry if he is within reach. One of the nondescript humans seemed to embody the Stag, observing everything and capable of fighting, but wanted to disappear if he stood still too long. Elgan continued until he was certain he had identified the right group. This HAD to be what the elder druid had foreseen! He settled in a tree to await their exit from the small walled town. When they came out, he would follow and introduce himself. Maybe this destiny thing would be fun after all! Quotes:
"Don' make me angry. Ya'll wouldna' like me iffen I get angry." "Woo-wee! Dat dere bring out da animal in me!" Plantasaurus Rex:
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Plantosaurus Rex: N Gargantuan plant Init +7; Senses low-light vision, Scent, Tremorsense 60’; Perception +37 AC 29, touch 9, flat-footed 20 (+3 Dex, +20 natural, –4 size)
Speed 40 ft.
Str 38, Dex 16, Con 24, Int 2, Wis 15, Cha 14
The plantosaurus measures 40 feet long and weighs 14,000 pounds.
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