Arcadian Tribesman

Hallf the Scaled's page

151 posts. Alias of Byden.


Full Name

Hallf the Scaled

Race

Human (Kellid)

Classes/Levels

Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Gender

Male

Size

Medium

Age

28

Special Abilities

Feather Domain, Wild Empathy, Totem Transformation, Wood Land Stride, Trackless Step, Resist Nature's Lure, Animal Companion, Totemic Summon

Alignment

Neutral Good

Deity

Desna

Languages

Hallit, Druidic, Common, Abyssal

Occupation

Demon Slayer

Strength 20
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 18
Charisma 10

About Hallf the Scaled

Male Human Druid (Saurian Shaman) 8
NG Medium Humanoid
Experience 34000/34000
Init +5 (+7 in surprise rounds) ; Senses Perception +24
(Init: +3 dex, +2 trait)

==DEFENSE==
AC 19, touch 13, flat-footed 14 (+3 dex, +4 armor, +2 Shield)
hp 75 (8d8, +24 con, +8 fc)
Fort +11, Ref +7, Will +12

==OFFENSE==
Spd 30 ft
Melee Cold Iron Scimitar +11/6 1d6+5/18-20x2

==STATISTICS==
Str 20, Dex 16, Con 16, Int 14, Wis 18, Cha 10
Base Atk +6, Cmb +11 Cmd 24

Favorite Wildshapes

Quetzalcoatlus:

Huge
Senses low-light vision, scent;
DEFENSE

AC 15, touch 9, flat-footed 14 (+6 natural, –2 size, 1 dex)
Fort +11, Ref +5, Will +12
OFFENSE

Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +14 (2d8+8), 2 wings +9 (1d6+4)
Space 15 ft.; Reach 15 ft.

STATISTICS
Str 26, Dex 12, Con 16, Int 14, Wis 18, Cha 10
Base Atk +6; CMB +16; CMD 28

Allosaurus:

AC 15, touch 9, flat-footed 14 (+6 natural, –2 size, 1 dex)
Fort +11, Ref +5, Will +12
OFFENSE

Speed 50 ft.
Melee bite +14 (2d6+8 plus grab), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)
STATISTICS

Str 26, Dex 12, Con 16, Int 14, Wis 18, Cha 10
Base Atk +6; CMB +16(+20 grapple); CMD 28

Tyrannosaurus:

AC 15, touch 9, flat-footed 14 (+6 natural, –2 size, 1 dex)
Fort +11, Ref +5, Will +12
OFFENSE

Speed 40 ft.
Melee bite +14 (4d6+12 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks
STATISTICS

Str 26, Dex 12, Con 16, Int 14, Wis 18, Cha 10
Base Atk +5; CMB +16(+20 grapple); CMD 28

Deinonychus:

AC 19, touch 13, flat-footed 14 (+2 natural, +3 Dex)
Fort +10, Ref +6, Will +11
OFFENSE

Speed 40 ft.
Melee 2 talons +12 (1d8+6), bite +12 (1d6+6), foreclaws +7 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
STATISTICS

Str 22, Dex 16, Con 16, Int 14, Wis 18, Cha 10
Base Atk +6; CMB +12; CMD 25

Feats:
Spell Focus Conjuration, Augment Summoning, Power Attack, Boon Companion, Natural Spell

Skills:
[49] Fly +14, Handle Animal +10, Heal +7, Knowledge Nature +15, Knowledge Planes +3, Knowledge Religion +3, Lingusitics +4, Perception +24, Survival +19, Spellcraft +12

Traits:
Reactionary +2 Init, Two-World Magic add Ghost Sound to druid spell list.

Alternative Racial Traits:

Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Languages: Hallit, Druidic, Common, Abyssal, Auran, Terran

Favored Class:

Druid
Favored Class Bonuses
1 +1 HP
2 +1 HP
3 +1 HP
4 +1 HP
5 +1 HP
6 +1 HP
7 +1 HP
8 +1 HP

Spells:

Level Spells/day DC
0th 4 14
1st 5+1 15
2nd 4+1 16
3rd 4+1 17
4th 3+1 18

Typical Spells Prepared
0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, Longstrider, Longstrider, Endure Elements, Endure Elements, Cure Light Wounds
2nd: Feather Fall*, Bull's Strength, Bull's Strength, Barkskin, Barkskin, Carry Companion
3rd: Fly* Spike Growth, Greater Magic Fang, Greater Magic Fang, Daylight
4th: Summon Nature's Ally IV*, Freedom of Movement, Strong Jaw, Neutralize Poison

Class Abilities:

Feather Subdomain

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 6th—mass fly.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

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.

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.

Totem Transformation (Su)

At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. She gains one of the following bonuses

Movement (+10 enhancement bonus to land speed)
Scales (+2 natural armor bonus to AC)
Senses (low-light vision, scent)
Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)

While using totem transformation, the saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

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.

Totemic Summons (Su)

At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning dinosaurs or reptiles, and summoned dinosaurs or reptiles gain temporary hit points equal to her druid level. She can apply the young template to any dinosaur or reptile to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.

Wildshape (Su)

At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.

Available Forms: Small to Huge Dinosaurs and Reptiles as beast shape III, small or medium animals as beast shape I.

Wild Shape Uses: 3 if changing into reptile or dinosaurs, 1 for other forms.

Little Yarra, Tryrannosaurus Animal Companion:

N Large female animal
Init +3; Senses low-light vision; Perception +10
DEFENSE

AC 28, touch 12, flat-footed 18 (+5 armor, +3 Dex, +11 natural, -1 size)
hp 45 (6d8 +12 con +6 toughness)
Fort +8, Ref +9, Will +5; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE

Speed 30 ft, 40ft with long strider.

Melee bite +10 (2d6+14)
Special Attacks grab, powerful bite
STATISTICS

Str 25, Dex 16, Con 14, Int 2, Wis 15, Cha 10
Base Atk +4; CMB +12 (+16 grapple); CMD 24
Feats Toughness, Power Attack, Combat Reflexes
Skills Perception +10, Survival +6
SQ tricks (attack [any creature], come, defend, guard, heel, seek, stay, track)

Favorite Summons

Young Ankylosaurus SNA IV:

N Large animal
Init +2; Senses low-light vision, scent; Perception +14
DEFENSE

AC 23, touch 11, flat-footed 21 (+12 natural, –1 size, +2 dex)
hp 75 + 7 temp hp (10d8+30)
Fort +12, Ref +9, Will +4
OFFENSE

Speed 30 ft.
Melee tail +15 (2d6+12 plus stun)
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +16; CMD 29 (33 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
SPECIAL ABILITIES
Stun (Ex)

The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.

Giant Crocodile SNA IV:

N Huge animal
Init +0; Senses low-light vision; Perception +8
DEFENSE

AC 15, touch 10, flat-footed 13 (+7 natural, –2 size)
hp 41 (3d8+21)
Fort +10, Ref +4, Will +2
OFFENSE

Speed 20 ft., swim 30 ft.; sprint
Melee bite +8 (2d6+8 plus grab) and tail slap +3 (3d6+4)
Space 15 ft.; Reach 10 ft.
Special Attacks death roll (2d6+8 plus trip)
STATISTICS

Str 27, Dex 10, Con 25, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +12 (+16 grapple); CMD 22 (26 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +0 (+8 in water), Swim +16; Racial Modifiers +8 on Stealth in water
SQ hold breath
SPECIAL ABILITIES
Death Roll (Ex)

When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex)

A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex)

Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Pteradon SNA IV:

N Large animal
Init +8; Senses low-light vision, scent; Perception +11
DEFENSE

AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size)
hp 49 (5d8+10)
Fort +8, Ref +8, Will +3
OFFENSE

Speed 10 ft., fly 50 ft. (clumsy)
Melee bite +7 (2d6+7)
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 20, Dex 19, Con 19, Int 2, Wis 15, Cha 12
Base Atk +3; CMB +9; CMD 23
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly –1, Perception +11

Deinonychus SNA IV:

N Medium animal
Init +6; Senses low-light vision, scent; Perception +14
DEFENSE

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 49 (4d8+16)
Fort +10, Ref +6, Will +2
OFFENSE

Speed 60 ft.
Melee 2 talons +7 (1d8+4), bite +7 (1d6+4), foreclaws +2 (1d4+2)
Special Attacks pounce
STATISTICS

Str 19, Dex 15, Con 23, Int 2, Wis 12, Cha 14
Base Atk +3; CMB +7; CMD 19
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15; Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth

Young Pteradon SNA III:

N Medium animal
Init +10; Senses low-light vision, scent; Perception +11
DEFENSE

AC 17, touch 14, flat-footed 11 (+6 Dex, +1 dodge)
hp 39 (5d8+10)
Fort +6, Ref +10, Will +3
OFFENSE

Speed 10 ft., fly 50 ft. (clumsy)
Melee bite +5 (2d4+4)
Space 5 ft.; Reach 5 ft.
STATISTICS

Str 16, Dex 23, Con 15, Int 2, Wis 15, Cha 12
Base Atk +3; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly +1, Perception +11

Monitor Lizard SNA III:

N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSES
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 35 (3d8+9)
Fort +10, Ref +5, Will +2
OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +7 (1d8+7 plus grab and poison)
STATISTICS
Str 21, Dex 15, Con 21, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +7 (+11 grapple); CMD 19 (23 vs. trip)
Feats Great Fortitude, Skill Focus (Perception)
Skills Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), Swim +11; Racial Modifiers +4 Stealth (+8 in undergrowth)
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 16; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.

Crocodile SNA III:

N Large animal
Init +1; Senses low-light vision; Perception +8
DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp 35 (3d8+9)
Fort +8, Ref +4, Will +2
OFFENSE

Speed 20 ft., swim 30 ft.; sprint
Melee bite +7 (1d8+6 plus grab) and tail slap +2 (1d12+3)
Space 10 ft.; Reach 5 ft.
Special Attacks death roll (1d8+9 plus trip)
STATISTICS

Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 on Stealth in water
SQ hold breath
SPECIAL ABILITIES
Death Roll (Ex)

When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex)

A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex)

Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Equipment:

Vest of Resistance +2 4000gp
Vest of Resistance +1 1000gp
Rod of Lesser Extend 3000gp
Evil Outsider Bane Amulet of Mighty Fists 4000gp
Pearl of Power 1st 1000gp
Ring of Sustenance 2500gp
Eyes of the Eagle 2500gp
Wand of Cure Light Wounds 750gp
Hide Armor 15gp
+1 Large Mithril Barding 4950gp (Mithril Shirt 1100 x 4 - 450 (3x MW cost) + 1000 = 4950)
Heavy Wooden Shield 7gp
Exotic Military Saddle 60gp
Saddlebags 4gp
Cold Iron Scimitar 30gp
4 x Scrolls of Endure Elements 100gp
2 x Scrolls of Natural Fang 50gp
2 x Scrolls of Obscuring Mist 50gp
2 x Scrolls of Ant Haul 50gp
2 x Scrolls of Faerie Fire 50gp
2 x Scrolls of Cure Light Wounds 50gp
4 x Scroll Cases 4gp
Pathfinder Chronicle (Planes) 50gp
18pp

Background:

Hallf was born into the once mighty Fang Following, once one of the greatest in the Kellid realm of Sarkoris. But long before his birth the World Wound swallowed their land, and the Fang Following took the brunt of the demons wrath, stubbornly refusing to relinquish their homeland until they were whittled down to a pitiful remnant of their former might. The remaining women and children fled into the Tusk Mountains seeking a place where they could rebuild their numbers to someday reclaim their home. They found the remote valley of Thunder Lizards a lush place ruled by dinosaurs.

Hallf was born with flame red hair, rarer than rare amongst Kellids and was a virtual outcast, bullied incessantly by the followings finest young warriors lead by his cousin Darga, a warrior of great skill, ruthless, and cunning. He had long ago realized that Hallf was his only real potential rival. So instead of training with the warriors Hallf took to caring for the followings ancient shaman Yarth Bearwed, a great hulk of a man who seemed to have collapsed in on himself with age and sorrow. Yarth never left his hut, but taught Hallf the rudiments of Druidic magic and the ways of nature while Haalf spent the rest of his time in the valley watching the dinosaurs and pterosaurs. He longed to fly and began to catch and train young pterosaurs of the smaller breeds to hunt and fight for the tribe.

When Haalf turned twenty Darga lead the majority of the warriors to the World Wound to
do battle. But he refused to allow Hallf to come saying he was needed to care for Yarth and that he was better suited as nurse than warrior. Hallf challenged him to earn a place and was able to cover himself in scales as they fought, shocking everyone with his fury and badly wounding Darga before being downed by a brutal blow of his cousin's greataxe.

When he awoke the warriors had gone. Six months later a demon lead orcs to the valley. They wiped out the clan in a bloody massacre while Hallf was far away tending to an orphaned tyrannosaur. He received an animal messenger from his old mentor saying only, a demon lead them to us, survive and reap our vengeance. When he returned he found only ruin. Yarth had been the villages only real defense and though he had left dozens of charred and mauled Orc corpses he had clearly been overwhelmed.

Driven nearly mad by grief and fury he followed the orcs using summoned monsters to strike from hiding again and again, and killing patrols with bloody efficiency. Over a month he slew some hundred orcs before guiding the brutal Rovarug worshipping Kellid tribe known as the Bonesmen to the survivors and watching with grim satisfaction as the cannibals annihilated the remaining orcs.

With the little trex, a female who he named little Yarra in honor of his overlarge mentor, in tow he made for the World Wound, to seek out the last of his people. He heard word of them and spent weeks seeking them, often fighting for his life. When he finally found them they were changed. Only two dozen remained and madness had taken them. And Darga was the root of the sickness having taken a great black iron axe, called Wrothreaper, from a demon he had slain. Hallf soon recognized the axe as the evil corrupting his kin and begged Darga to give it up. But Darga called him traitor and attacked. Wielding Wrothbringer Darga was impossibly powerful, and Hallf had no option, but to transform into a pterosaur and flee.

Now unable, and unwilling, to strike at his own people, Hallf has spent weeks seeking out and killing demons. But realizing his one man crusade is going to get him killed he has heeded the call of the Mendevians and come to their stone dwellings in search of worthy allies.