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Vergor Fenstrider's page

24 posts. No reviews. No lists. No wishlists. Alias of Gavgoyle.


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Full Name

Vergor Fenstrider

Race

Human

Classes/Levels

Druid

Gender

Male

Size

Medium

Age

40

Special Abilities

Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day

Alignment

CN

Deity

Silvanus

Location

Daggerford (but mostly affield)

Languages

Common, Druidic, Draconic, Reptilian

Occupation

Guide

Strength 14
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 16
Charisma 9

About Vergor Fenstrider

APPEARANCE/PERSONALITY:

Spoiler:
Vergor is a short, solidly built older swamper with skin stained dark tan by repeated exposure to the elements and the tea-like waters of the bogs. His long black hair is streaked with grey and his face is full of lines showing his 40 years have been hard won. He wears leather armor covered with a layer of alagator hide and a cap-like helmet similarly made of gator skin. Vergor has complete faith in his independence and abilities to see him through most situations that the swamp can throw at him. He is practical and strait-spoken to the point of bluntness...not a rudeness born of being a mysanthrope, but of spending too much time on his own.

HISTORY:

Spoiler:
Vergor grew up with his father in the area southeast of Daggerford. His mother died when he was about four and as a result he spent most of his youth helping his father trap critters to sell pelts in Waterdeep furrier shops and other assorted bits to arcanists for spell components. So the boy spent more nights under mangrove roots than under a roof. He learned well the secrets of the woods and mires and fens. He grew to be a strong young man wandering from the Lizard Marshes, to the Misty Forest, to the High Moor, but his interest in trapping waned and he became more interested in enjoying and preserving the balance of the dynamic natural systems that he saw.

His reverence of the natural world eventually turned into a kind of worship and between his own reflection and some tutalage under local human druids and the occasional shamen of local lizardman and bullywug tribes he has become somewhat known around Daggerford for his power over the natural world. He is not affiliated with any Drudic organization currently.

He started leasing out his services as a guide and, on occasion, has traveled as far as the Marsh of Chelimber. During his travels he has made and maintained contacts with sources in Waterdeep and the surrounding countryside, including various adventureres he has helped guide. He keeps a small shack outside of Daggerford with Orellia Groppet, a local midwife. They enjoy a casual relationship and she offers a drop-point for information to be left for the wandering druid.

STATS:

Spoiler:

HP: 28 Current HP: 28 Init: +0 Speed: 30'
AC: 10 +0(DEX) +3(armor) +3(shield)= 16; Touch: 10; Flat-Footed: 16
STR: 14 +2; DEX: 10 -; CON: 10 -; INT: 14 +2; WIS: 16 +3; CHA: 9 -1;
FORT: 4(base) +0(CON) = 4
REF: 1(base) +0(DEX) = 1
WILL: 4(base) +3(WIS) = 7

SKILLS:

Spoiler:
Concentration: 7(ranks) +0(CON) = +7
Handle Animal: 6(ranks) -1(CHA) +2(feat) = +7
Heal: 2(ranks) +3(WIS) +2(feat) +2(healer's kit)= +9
Knowledge (Nature): 7(ranks) +2(INT) +2(class ability) +2(synergy) = +13
Listen: 5(ranks) +3(WIS) = +8
Profession (Guide): 5(ranks) +3(WIS) = +8
(cc)Speak Language: 2(ranks) = 1 language
Survival: 7(ranks) +3(WIS) +2(class ability) +2(feat) = +14 (+2 in natural environments)
Swim: 3(ranks) +2(STR) = +5

FEATS:

Spoiler:
Animal Affinity
Self-Sufficient
Combat Casting

Class Abilities:
Animal Companion: Ol' Pitch (below)
Nature Sense: +2 to Knowledge (Nature) and Survival checks
Wild Empathy: Diplomacy for animals... 1d20+Druid Level+CHA modifier; may use vs. magical beast at -4 penalty
Woodland Stride: Move at normal speed through undergrowth
Trackless Step: May choose not to leave tracks or trail
Resist Nature's Lure: +4 to save vs. fey spell-like abilites
Wild Shape: 1/day; S or M creature; 1 hour/druid level; standard action, no AoO; as Polymorph spell

COMBAT:

Spoiler:

BAB: +3 Grapple: 3(BAB) +2(STR) = +5

Red of Claw
+1 Ironwood Scimitar; Attack Bonus: +6; Damage: 1d6+3; Crit: 18-20x2; Slashing; 4#; No longer counts as metal

Pixie-sticker
Cold Iron Spear; Attack Bonus: +5; Damage: 1d8+2; Crit: 20x2; Piercing; 6#; Can be set against charge; Effecive against Fey

SPELLS

Spoiler:

Per Day (w/ WIS bonus): 0th Lev:5 1st Lev: 4 2nd Lev: 3 3rd Lev: 2

Prepared ([c]=cast)

0th Level
---------------------
Detect Magic
Flare
Purify Food and Drink
Read Magic
Resistance

1st Level
---------------------
Entangle
Magic Fang
Obscuring Mist
Speak with Animals [c]

2nd Level
---------------------
Barkskin
Bull's Strength
Summon Swarm

3rd Level
---------------------
Call Lightning
Neutralize Poison

GEAR & BOOTY:

Spoiler:

Red of Claw: +1 Ironwood Scimitar............4#
Pixie-sticker: Cold Iron spear...............6#
+1 Leather Armor............................15#
+1 Darkwood Heavy Shield.....................5#
Amber Amulet of Vermin.......................-
Belt Pouch.................................0.5#
---Holly and Missletoe; other botanical
specimens...............................-
Heward's Handy Haversack.....................5#
---Alchemist's Fire (x2).....................-
---Bedroll...................................-
---Chalk.....................................-
---Everburning Torch.........................-
---Fishhook and line.........................-
---Flint and Steel...........................-
---Healer's Kit (0/10 used)..................-
---Money pouch...............................-
---Mirror, small steel.......................-
---Potion of Cure Moderate Wounds............-
---Potion of DarkVision......................-
---Rope, Silk (50')..........................-
---Scroll of Charm Animal (2 Lev)............-
---Scroll of Heat Metal (3 Lev)..............-
---Scroll of Resist Energy:Fire (4 lev)......-
---Sewing Needle and Thread..................-
---Torch.....................................-
---Waterskin.................................-
---Whetstone.................................-
(total weight - 35.5# (light load up to 58#))

PP:
GP: 332
EP:
SP: 2
CP:

Ol' Pitch (animal companion)

Spoiler:
Medium Viper (Cottonmouth)
HP: 19 Current HP: 19 Init: +8 Speed: 20'
AC: 19/touch 14/flat-footed 15
STR: 10 DEX: 18 CON: 11 INT: 1 WIS: 12 CHA: 2
FORT: +4
REF: +8
WILL: +2
Relevant Skills: Balance=+12; Climb=+12; Hide=+15; Listen=+5; Spot=+5; Swim=+12
Feats: Weapon Finesse, Improved Initiative
Bite: Attack Bonus: +7; Damage: 1d4; Crit: 20/x2
Scent: Detect opponants w/in 15' by sense of smell
Venom: DC 10; initial/secondary damage = 1d6 CON
Climb: climb speed 20'; may always take 10
Swim: swim speed 20'; may always take 10, may run while swimming
Link: can Handle as free action; push as move action; +4 on all Handle and Wild Empathy checks
Share Spells: if within 5' for most spells
Evasion: No damage on successful Reflex save

Tricks:
1) Come
2) Attack
3) Defend
4) Bonus- Down
5) Bonus- Stay

Common Wildshape Forms

Spoiler:

Alligator
Medium Animal; HP:22; AC:15/T11/FF14; Init:+1; Move: 20', swim 30'
Attack: Bite +6 (1d8+6) or Tail Slap (1d12+6)
Grapple: +6 Improved Grab (hit w/ Bite, can start grapple w/o AoO, if establishes hold, drags into deep water and attepts to pin on bottom), Hold Breath (68 rnds), Low-Light Vision
Skills: +8 Swim, may always take 10, may run while swimming; +4 or +10 Hide (depending on how much is showing)

Marsh Eagle
Small Animal; HP:5; AC:14/T13/FF12; Init:+2; Move: 10', fly 80'
Attack: Talons +3 (1d4) (and bite -2 (1d4))
Grapple: -4; Low-Light Vision
Skills: +8 Spot

Cottonmouth (Medium Viper)
Medium Animal; HP:9; AC: 16/T13/FF13; Init:+7; Speed: 20', climb 20', swim 20'
Attack: Bite +4 (1d4-1 + poison)
Grapple: +0; Scent
Poison: DC:11, 1d6/1d6 CON damage
Skills: +4 Hide, Listen, and Spot; +8 Balance; +8 Climb, may always take 10; +8 Swim, may always take 10, may run while swimming

Fen Cougar (Leopard)
Medium Animal; HP:19; AC:15/T14/FF11; Init:+4; Move: 40', climb 20'
Attack: Bite +6 (1d6+3)(and 2 claws +1 (1d3+1))
Grapple: +5; Improved Grab (hit w/ Bite,can start grapple w/o AoO, if establishes hold, can Rake)
Pounce: if charging foe, can make a full attack +2 Rakes
Rake: Attack Bonus +6 (1d3+1)
Sklls: +8 Jump; +4 Hide and Move Silently; +8 Balance; +8 Climb, may always take 10



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