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Spell Sovereign

Nox La'Athvanna's page

417 posts. Alias of Malum.


Full Name

Nox La'Athvanna

Race

Elf

Classes/Levels

Druid 4

Gender

Male

Size

Medium: 6'2" 127 lbs

Age

146

Alignment

CN

Deity

Gozreh

Location

Darkmoon Vale

Languages

Common, Elven, Sylvan, Orc, Gnome, Druid, Draconic

Strength 12
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 16
Charisma 13

About Nox La'Athvanna

History:
Nox is the son of the former Druid of Darkmoon Vale, a regionally famous Druid who had worked to bring peace and balance between the loggin operations and the forest of the area.

Nox had been away for many years being trained to replace his father. Despite his father noted pacifist stance, he had been, and insisted his son be, trained in military theories.

Nox completed his training and had been traveling for several decades looking for a forest and people in need of his aid, becoming known in many areas for his nocturnal protection of travellers. Along the way, he discovered a wolf pup caught in a poacher's trap. He freed the pup, who has become his loyal companion Perrin.

Recently, word reached Nox that his father had returned to the earth and Nox has returned to Darkmoon Vale to preserve and continue his father's work.

Feats and Features:

Feats

Weapon Finesse:With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Traits and Abilities

Animal Companion

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision

Resist Nature's Lure: You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Nature Sense: You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Trackless Step: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Wild Empathy: You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.

Wild Shape: You can change shape 1 time/day for up to 4 hours. You can change into any Small or Medium animal. When changing into an animal, this functions as Beast Shape I.

Woodland Stride: You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your 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 you.

Weapon Proficiencies
club
dagger
dart
quarterstaff
scimitar
sickle
shortspear
sling
spear
natural attacks (wild shape)


Armor Proficiencies:

Armor Proficiency-Light:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency-Medium:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

no metal armor is permitted for user by a Druid
AC
Base = 10
Dex + 3 = 13
Armor +3 = 16
Shield +2 = 18


Skills:

Acrobatics=3
Appraise=4
Bluff=2
Climb=0
Craft=4
Diplomacy=4
Disguise=1
Escape Artist=1
Fly=1
Handle Animal=6
Heal=7
Intimidate=1
Knowledge Geography=9
Knowledge Local=5
Knowledge Nature=10
Knowledge Religion=5
Linguistics=6
Perception=9
Ride 5
Sense Motive=4
Spellcraft=8
Spellcraft(identify magic item)=10
Stealth=4
Survival=10
Swim=0

Offense:

Weapon Total Attack Bonus Damage Crit

Masterwork Rapier 7 1d6+1 18-20x2
ShortBow 6 1d6 20x3
Dagger 6 1d6+1 19/20x2

Defense:

Armor Type AC Bonus Max Dex Bonus Chk pen.

Studded Leather Light 3 5 -1
Hvy Wooden Shield Shield 2 0 -2

Gear:

Arrows(40)
Bedroll
Candle(5)
Flask
Grappling Hook
Belt Pouch
Heavy Wooden Shield
Hemp Rope (50ft)
Sack
Spade
Waterskin
Whetstone
Rapier
Short Bow
Leather Studden Armor
Jug of Whiskey


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