About Warren KingeagleBackground:
Warren Kingeagle is a human druid who has been fascinated by birds and flight since he could walk. After learning to walk, he was disappointed he could not then learn to fly. Fortunately his parents encouraged his studies of birds and he became an avid eagle hunter, but his eagle pet only made him long for the skies.
He visited a wizard who had a familiar, but the bond between familiar and the sedentary closed tower type of arcane magic did not suit him. The wizard recommended he study from a local half-elf druid. The study of nature and the feel of the magic immediately appealed to him. He was told druids cold fly, and he took to nature studies immediately and successfully. His mentor recommend he explore a new land, as the picked over enclave the older druid had settled in was not for the young and the bold. Warren has an eagle companion, a pet eagle, and is searching for an untamed green land to explore while making sure that it is not plundered and exploited. He has a locket with a picture of his mother who was Brevoy nobility, but is afraid to find that he is part of the establishment as he has always considered himself to be anti-establishment. He is conflicted between finding his lineage and staying the "feral" outcast.
crunch:
Warren Kingeagle Male Human Druid {Eagle Shaman} 6 XP total = NG Medium Humanoid (Human) Init +1 Per +12 as human +20 as eagle -------------------- DEFENSE -------------------- AC 11 (15 w/ mage armor), touch 11, flat-footed 10 (14 w/mage armor) hp 47/47 (6d8+6con+6favored)-rolls 8,5,5,5,5,7+12 Fort +5, Ref +3, Will +7 (+2 from traits) -------------------- OFFENSE -------------------- Spd 20 ft. Melee: Scimitar +8 (1d6+4/18-20/x2) Unarmed Strike +8 (1d3+4/20/x2) Ranged: Crossbow, Light +5 (1d8/19-20/x2) Druid Spells Known (CL 2, +5 melee touch, +3 ranged touch):
skills:
6/level (1)Heal +6 (2)Knowledge Geography +6 (6)Perception +12 (+20 as eagle) (6)Survival +14* (6)Handle Animal +6 (6)Knowledge Nature +12* Acrobatics +2 Appraise +1 Bluff -1 (1) Climb +8 Craft N Diplomacy -1 Disable Device N Disguise +0 Escape Artist +2 (6) Fly +10 Intimidate +0 Linguistics Perform Profession N Ride +2 Sense Motive +2 Sleight of Hand +2 (1) Spellcraft +5 Stealth +2 (1) Swim +8 *Druid +2 nature sense included traits:
Bastard (+1 Will saves, -1 CHA dealing with Brevoy nobility) Indomitable faith (+1 Will saves) animal companion:
Bird (Eagle) named Tuney Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor Attack bite (1d4), 2 talons (1d4); +4BAB+1size+3WF=+8 Ability Scores Str 14, Dex 17, Con 14, Int 2, Wis 14, Cha 6; Special Qualities low-light vision. 4th-Level Advancement: Ability Scores Str +2, Con +2 Included Evasion, Devotion, Link, Share Spells Skills Fly +8, Perception +19; Racial Modifiers +8 Perception Skill ranks = 6 Perception FORT +7/REF +8/ WILL +5(+9) Base Atk +2; CMB +1; CMD 13 AC=18; HP=51 (8,5,5,5,5,5 +12CON = +6 tough) Tricks: Attack/Come/Fetch/Guard/Seek/Aid bonus=attack all Feat= Weapon Finesse, Skill Focus (Perception), Toughness Trained eagle:
Name = Montey Init +2; Senses low-light vision; Perception +10 Defense AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 6 (1d8+1) Fort +3, Ref +4, Will +2 Offense Speed 10 ft., fly 80 ft. (average) Melee 2 talons +3 (1d4), bite +3 (1d4) Statistics Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 Base Atk +0; CMB –1; CMD 11 Feats: Weapon Finesse Skills Fly +8, Perception +10; Racial Modifiers +8 Perception Tricks: Attack/Come/Fetch/Seek/Heel/Attack all Hoot:
Giant Owl CR 5 XP 1,600
DEFENSE AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 size)
OFFENSE Speed 10 ft., fly 60 ft. (average)
STATISTICS Str 20, Dex 15, Con 18, Int 14, Wis 17, Cha 9
SPECIAL ABILITIES Animal Telepathy (Su)
Insightful Senses (Su)
Piercing Stare (Su)
ECOLOGY Environment temperate forests
The noble giant owl roosts in the tallest trees or in high caves near its forest home. No mere animals, giant owls pride themselves as intellectuals and keen judges of character. Little passes a giant owl’s notice in its home forest. What it doesn’t observe directly, it learns from its wide network of animal informants. Giant owls view themselves more as watchers than participants, rarely interfering in the affairs of others barring a threat to their homes. Giant owls stand 18 feet tall and have 30-foot wingspans, yet they rarely weigh over 600 pounds.
gear:
Wand CLW (50 charges) [750] Wand Mage Armor (50 charges) [750] Headband of Wisdom (+2) [4k] Giant Owl [6k] Amulet Might Fists (+1) [4k] Scimitar 6 darts Pet eagle with hood and rings Backpack Bedroll 2 days trail rations 2 liter waterskins flint and steel 50' hemp rope with grappling hook crowbar 4 fishhooks - ball of twine 5 torches Wooden holy symbol - Gozreh Bag of bird feed Light crossbow w/5 bolts 7gp 8sp Augmented Dog Summon Natures Ally I:
Riding Dog CR 1 XP 400 N Medium Animal Init +2; Senses low-light vision, scent; Perception +8 Defense AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Offense Speed 40 ft.
Statistics
special abilities:
-------------------- SPECIAL ABILITIES -------------------- Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. 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 Bond (Ex): The chosen option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. 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 (see Chapter 4). 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 within 30 feet of one another under normal conditions. Generally, inf luencing an animal in this way takes 1 minute but, as with inf luencing 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)
Totem Transformation (Su) At 2nd level, a eagle shaman may adopt an aspect of the eagle while retaining her normal form. She gains one of the following bonuses:
While using totem transformation, the eagle shaman may speak normally and can cast speak with animals (birds 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 eagle 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 At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 8th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I. At 6th level, a druid can use wild shape to change into a Huge or Diminutive eagle. When taking the form of eagles, a druid’s wild shape now functions as beast shape III. School transmutation (polymorph); Level alchemist 5, magus 5, sorcerer/wizard 5; Domain animal 5; Subdomain saurian 5 DESCRIPTION This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. Diminutive animal: If the form you take is that of a Diminutive eagle, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus. Huge eagle: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus. At 8th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I. At 10th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I. At 12th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II. At 14th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
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