Bard

Imizael Borlavor's page

17 posts. Alias of CorvusRed.


Full Name

Imizael Borlavor

Race

Gnome

Classes/Levels

Druid 5

Gender

Male

Size

Small

Age

45

Alignment

Chaotic Neutral

Languages

Common, Druidic, Elven, Gnome, Sylvan

Occupation

Brewer, Traveller, Healer, Drunkard

Strength 8
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 17
Charisma 14

About Imizael Borlavor

Imizael Borlavor
Gnome Druid 5
CN Small Humanoid (gnome)
Init +6; Senses low-light vision; Perception +10

Defense:

AC 18, touch 14, flat-footed 16 (+4 armor, +2 Dex, +1 size, +1 deflection)
hp 29 (5d8+5)
Fort +5, Ref +3, Will +7; +2 vs. illusions, +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities defensive training

Offense:

Speed 20 ft.
Melee Dagger +3 (1d3-1/19-20/x2) and
Masterwork silver dagger +4 (1d3-2/19-20/x2)
Ranged +1 Sling +7 (1d3/x2)

Spell-Like Abilities:
Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)

Druid Spells Prepared (CL 5)::

3 (2/day) Remove Disease, Cure Moderate Wounds
2 (3/day) Burning Gaze, Barkskin, Bull's Strength
1 (4/day) Summon Nature's Ally I, Obscuring Mist, Cure Light Wounds, Tripvine (DC 14)
0 (at will) Detect Poison, Create Water, Detect Magic, Guidance

Base Atk +3; CMB +1; CMD 14
Feats Improved Initiative, Natural Spell, Spell Focus (Conjuration)
Traits Animal Friend, Helpful
Skills Acrobatics +2 (-2 jump), Climb +4, Fly +4, Handle Animal +8, Heal +10, Knowledge (geography) +9, Knowledge (nature) +10, Perception +10, Profession (brewer) +11, Stealth +6, Survival +13, Swim +4; Racial Modifiers +2 Perception

SQ animal companion link, illusion resistance, nature bond abilities (hops, boar), resist nature's lure, share spells with companion, spontaneous casting, trackless step, wild empathy, wild shape (1/day), wild shape (animal), woodland stride

Combat Gear Wand of cure light wounds, Wand of Faerie Fire, Wand of Magic Stone; Other Gear +1 Leaf armor, +1 Sling, Dagger, Masterwork silver dagger, Handy haversack (6 @ 47.1 lbs), Ring of protection +1, Druid's kit, Obsession log, 105 GP

Special Abilities

Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wand of Faerie Fire Add this item to create a wand of a chosen spell.
Wand of Magic Stone Add this item to create a wand of a chosen spell.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hops:

Hops
Boar
N Medium Animal
Init +0; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 44 (+20)
Fort +7, Ref +4, Will +2
Defensive Abilities evasion, ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee Gore (Boar) +7 (1d8+6/x2)
--------------------
Statistics
--------------------
Str 19, Dex 11, Con 17, Int 2, Wis 13, Cha 4
Base Atk +3; CMB +7; CMD 17 (21 vs. Trip)
Feats Improved Natural Armor, Power Attack -1/+2, Toughness +5
Tricks Attack [Trick], Come [Trick], Defend [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +0 (+4 jump), Perception +8, Stealth +4
Languages
SQ attack [trick], come [trick], defend [trick], fetch [trick], guard [trick], heel [trick], stay [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.