Tiryin Vonnarc

Niɱ's page

1,133 posts. Alias of Lord oKOyA.


Gender

Male Human 6th level Druid

Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Size

6'3" 220 lbs

Age

unknown

About Niɱ

NIM
Male Human Druid 6
NN Medium Humanoid (Human)
Init +1; Senses Perception +12
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DEFENSE
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AC 20, touch 13, flat-footed 19. . (+7 armor, +1 Dex, +1 insight, +1 deflection)
HP 59 (6d8+24) Current: 59
Fort +7 (+1 vs. disease in wilderness), Ref +3, Will +8 (+4 vs. spell-like and SU abilities of Fey & against effects that target plants)
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OFFENSE
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Spd 20 ft.
Melee +1 Scimitar +10 (1d6+6/18-20/x2) or
. . two-handed +1 Scimitar +10 (1d6+8/18-20/x2) or
. .+1 Spear +10 (1d8+8/x3)
. . Dagger +9 (1d4+5/19-20/x2) and
. . Shortspear +9 (1d6+5/20/x2) and
. . Spear +9 (1d8+7/20/x3) and
. . Unarmed Strike +9 (1d3+5/20/x2)
Ranged +1 Spear +6 (1d8+8/x3) or
. . Shortspear +5 (1d6+5)
Special Attacks wild shape 3/day
Druid Spells Prepared (CL 6, concentration +9) +9 melee touch, +5 ranged touch
3rd (2/day) mass feather step, hide campsite, spike growth (DC 16)
2nd (3/day) aspect of the bear, bull's strength, greensight, hold animal(DC 15)
1st (4/day) entangle (x2)(DC 14), hide from animals, obscuring mist
0 (at will) create water, stabilize, light, detect magic
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STATISTICS
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Str 20(18), Dex 12, Con 14, Int 12, Wis 16(14), Cha 8
Base Atk +4; CMB +11; CMD 23
Feats Improved Unarmed Strike, Natural Spell, Power Attack -2/+4, Toughness, Pack Hunter
Traits Boarded In the Mwangi Expanse, Trailblazer (Mwangi)
Skills Acrobatics -2*, Climb +6*, Craft (Weapons) +5, Escape Artist -2*, Fly +7*, Handle Animal +7 (+11 w/ Wicewakan), Heal +7, Knowledge (Geography) +6, Knowledge (Nature) +12 (+1 in jungle), Perception +12, Ride -2*, Sense Motive +3, Spellcraft +5, Stealth -2*, Survival +14 (+1 in wilderness, +2 vs getting lost), Swim +6*
*Assuming armor ACP but no shield ACP (which would be an additional -2 to relevant skills)
Languages Common, Druidic, Polyglot, Sylvan
SQ nature bond (ape named wicewakan), nature sense, trackless step, wild empathy +5, woodland stride
Combat Gear: Dagger, +1 Dragonhide Breastplate, Quickdraw Shield, Light Wooden, Scimitar +1, Spear +1, War Mask of Strength*, Shortspear (1), Spear Other Gear: antiplague, antitoxin, soothe syrup, vermin repellent, huge scorpion poison, purple worm poison, Artisan's tools (Craft Weapons), Backpack (12 @ 29 lbs), Blanket, Earplugs, Fishhooks and line, Fishing net, 25 sq. ft., Flint and steel, Grappling hook, Hammock, Holly and mistletoe, Lantern, hooded waterproof, Oil (1-pint flask) (2), Pouch, belt (2 @ 0.32 lbs), Belt of Giant Str. +2, Headband of inspired wisdom +2, Rope, hempen (50 ft.), Torch, Waterskin, Whetstone, Potion of CLW Potion of Water Walking, Potion of Haste, Vial of Antitoxin, Druid's Vestment, Wayfinder (standard) fitted w/ Ioun Stone (dusty rose prism)
Wealth 503.3 gp
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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.
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.
Trailblazer (Mwangi) In the wilderness, +1 bonus on Survival checks and Fortitude saves against disease
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Pack Hunter** (Ex) When flanking with "pack" members, deal an additional 1d6 points of precision damage with each successful melee attack.

*War Mask of Strength:

War Mask of Strength:
Aura moderate Transmutation; CL 9th
Slot head; Price 9,000 gp; Weight 3 lbs.
Description
Shamans and warriors of many of the indigenous tribes of western Garund add to their fierceness and mystique by wearing wooden masks that bear terrifying visages of demonic spirits.
A war mask is considered sacred and personal, and is often handed down to the next generation when a wearer dies. Individual masks are often notorious, and many tribes-folk can readily identify masks of other tribes with a DC 15 Knowledge (local) check.
A war mask of Strength provides its wearer with a +2 competence bonus on Intimidate checks and a +1 deflection bonus to Armor Class. In addition, the wearer may cast Bulls Strength once per day.
Other war masks exist with different abilities; some have higher deflection bonuses, while others can cast scare, fear, or flesh to stone instead of bull’s strength.
Creation Requirements Craft Wondrous Item, bull's strength, shield; Cost 4,500 gp

**Pack Hunter:
Due to your training with Sasha and her knowledge with Mantis tactics she has shown you new ways to harm and bring down you opponents.
When you are flanking with Sasha or Wic you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack.
This bonus damage is not multiplied on a critical hit. You can only have two people at a time that you are trained with to fight as a pack hunter. You can replace either of both parts of your pack by training with that creature for 8 hours per day for 7 days.

Days spent in training w/ Sasha: 6 (10th, 11th, 14th, 18th, 19th, 22nd)

WILDSHAPE Forms:

NIM AS A Dinosaur, Deinonychus
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +9
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Defense
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AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +1 insight, +1 deflection)
HP 41
Fort +6(+7), Ref +2, Will +6(+10)
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Offense
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Speed 60 ft.
Melee Bite (Dinosaur, Deinonychus) +8 (1d6+6/x2) and
. . Claw (Dinosaur, Deinonychus) +3 (1d4+3/x2) and
. . Talon x2 (Dinosaur, Deinonychus) +8 x2 (1d8+6/x2)
Special Attacks n/a
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Statistics
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Str 22, Dex 12, Con 14, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +9; CMD 22

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Special Abilities
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Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Wicewakan
Male ape
N Large animal
Init +3; Senses low-light vision, scent; Perception +7
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Defense
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AC 23, touch 12, flat-footed 20 (+4 armor, +3 Dex, +7 natural, -1 size)
hp 55 (+21)
Fort +7, Ref +8, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 30 ft. (20 ft. in armor), climb 30 ft.
Melee bite +8 (1d6+6), 2 claws +8 (1d8+6)
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 23, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Base Atk +5; CMB +12; CMD 25
Feats Combat Reflexes, Improved Natural Attack (claw), Power Attack, Toughness
Tricks Attack, Attack Any Target, Defend, Down, Guard, Seek, Sneak, Stay, Track
Skills Acrobatics +7 (+3 to jump), Climb +12, Perception +7, Stealth +1
SQ attack any target, defend, devotion, down, guard, seek, sneak, stay, track
Other Gear armored coat, animal companion charm
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (30 feet) You have a Climb speed.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.

Tricks known:

Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal breaks off combat or otherwise backs down.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal stays in place waiting for you to return.
Track [Trick] The animal will track a scent.

Animal Companion Charm:
This powerful magic item is highly sought after by Druids and Rangers who have Animal Companions. It is created by a rare ritual and occurrence with a Druid.
When an Old and Powerful Druid loses his animal companion and decides to give up his link to his Animal Companion he can perform a secret ritual to place a small part of the essence of that powerful Animal Companion into a charm that can be used by another Animal Companion.
Effect: when worn by a Druid's Animal Companion the Druid is considered one level higher for purposes of the powers and bonuses of that Animal Companion.

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XP Log:

***** Chapter 1 *****
Day 1 - cobra = 250
Day 2 - vermin = 250
Day 3 - snake = 100
Day 4 - ghouls = 300
Day ? - dimorphodons = 240
Day ? - Giant Crab = 160
*** Lamashan ***
11th - Castaways = 140
12th - shiv dragon = 150
14th - bat swarm = 75
16th - yellow musk zombies = 400
17th - yellow musk creeper = 250
23rd - cannibal attack = 325
26th - skeltons = 200
26th - ghost captain = 200
??th - crab and misc = 300
??th - cannibal camp & witch = 1100
??th - Mother and her pets = 750
6th - Vegepygmy patrol = 400
6th - Mushroom Beast = 265
6th - Vegepygmy leader = 967
6th - Fungus God = 967
7th - Aycenia/Darkwood = 800
?th - Harpy = 600
?th - Shark = 100
?th - Bridge Skeletons = 400
?th - Gibbering Mouther = 400
?th - Ieana & skeletons = 700
?th - Soul Bound Dolls = 200
?th - Freeing souls = 250
?th - Altar destruction = 400
***** Chapter 2 *****
?th - Arson and Amagro = 1900
+700 Ooze and Saltwight
+200 Salwight ambush
+835 Graveknight
+530 Chemosits
Total = 15801 / 23000

Almanac:

[.ooc]Date: 28th of Rova 4708 (Day 2 on the island)
Time: late morning
Location: stranded on "the Shiv" (map co-ordinates?)
Current XP Total: 100[/ooc]