Wild Elf

Finnrick's page

371 posts. Alias of Uthraed.


Full Name

Finnrick

Race

Half-Elf

Classes/Levels

Druid 5 HP: 27/37 M: 5/39 AC:15 TAC: 14 FF:11 Saves: 5:6:10 Init: +8 Per: +19 (scent)

Gender

Spells:
1st 5/5 2nd 4/4 3rd 2/3
prepared spells:
1st-Flare Burst, Magic Fang , Ray of Sickening 2nd-Cats Grace, 3rd-Call Lightning, Sheet lightning

About Finnrick

Stats:

Half-elf Druid 6
N Medium Half-elf
Init+4;Senses Perception +7
Base Atk +4; CMB +5; CMD 17 ACP:0
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +0 shield)
hp 37
Fort+5, Ref+4,Will+10
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Offense
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Speed 30
Melee
Scimitar +5 1d6+1 18-29x2 Slashing
Ranged
Sling +6 1d4+1 50ft Blunt
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Statistics
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Str 12, Dex 14, Con 10, Int 13, Wis 21, Cha 14

Spells:

0 Level – 4 at will
Detect Magic
Enhanced Diplomacy
Light
Guidance
1st Level – 5 per Day
2nd Level - 4 per Day
3rd Level – 3 per Day

Skills:
24+6+6
Background 6x2
Handle Animal +11, Knowledge (Engineering) +2, Knowledge (geography) +7, Knowledge (History) +2, Knowledge (Nobility) 2
Adventuring 24+5+6=35
Climb +5 (1), Diplomacy +10 (3), Fly +6 (1), Heal +9 (1),Knowledge (Arcana) +2 (1) Knowledge (Nature) +11 (5), Knowledge (Religion) +7 (6), Perception +19 (6) ,Spellcraft +2 (1), Stealth +7 (5), Sense Motive +6 (1), Survival +12 (2) , Swim +5 (1), Use Magic Device +2 (1)

Feats:

Spell Focus (conjuration)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Augmented Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Skill Focus:
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.
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.

Traits:

Illuminator (Sarenrae) - +2 bonus on Diplomacy, and it becomes a class skill.
Reactionary - +2 bonus to Initiative

Race Abilities:

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class Abilities:

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Natures Bond: Animal Companion
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 (see Chapter 4). 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.
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: 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 Natures Lure
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 (2x/Day)
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.
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.
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.)

Languages:

Common, Elvish, Sylvan,Druidic

Gear:

Wealth 1213.4
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 39 lbs.
+1 Studded Leather Armor, Spell component pouch 5gp 2lbs, Scimitar 15gp 4 lbs, Grappling hook 1 gp 4lbs, Silk Rope

Millsy:

Small Cat Leopard 6
HP 34/39 BAB + Fort 7 Ref 10 Will 3 AC 21 TAC 16 FF 13
Ability Scores Str 17, Dex 21, Con 15, Int 2, Wis12, Cha 6;
Size Medium; Speed 50 ft.; AC +4 natural armor;
Attack
bite (1d4 plus trip)b/P/s
[dice=Bite]1d20+9[/dice]
[dice=Damage]1d6+3[/dice]
[dice=Trip]1d20+9[/dice]
2 claws (1d2)
[dice=Claw 1]1d20+9[/dice]
[dice=Claw 2]1d20+9[/dice]
[dice=Damage 1]1d3+3[/dice]
[dice=Damage 2]1d3+3[/dice]
Special Qualities low-light vision, scent.
Sprint (Ex)
Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.
Tricks: Flank, Attack, Stealth, Guard
Skills
Acrobatics 11 (3 Rank, 3 Class, 5 DEX)
Stealth 10 (2 Rank, 3 Class, 5 Dex)
Survival 2 (1 Rank, 1 WIS)
Perception 5 (1 Rank, 1 WIS 3 Class)
Feats
Weapon Finesse:
Use DEX bonus instead of STR for attack rolls

Agile Menuever:
You add your Dexterity bonus to your base attack bonus and size bonus when determining your CMB instead of your Strength bonus.

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.
Power Attack
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.