Baron Hannis Drelev

Warren Kingeagle's page

600 posts. Alias of Chainmail.


Full Name

Warren Kingeagle

Race

Human Druid(Eagle Shaman) 6 | Per +12(+20 as eagle) AC 11 (15 MA), t11, ff10 (14 MA) hp 47/47 Fort +5, Ref +3, Will +7

About Warren Kingeagle

WARREN THEME SONG WITH VIDEO

Background:
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.
Warren is a well-tanned blonde with blue eyes [6'4" at 180#]. He is in great physical shape and moves with a natural grace and agility.

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):
3 (3/day) Summon Nature's Ally 3, Summon Nature's Ally 3, Speak w Plants
2 (4/day) Bull's Strength, Bull's Strength, Summon Nature's Ally 2, Summon Nature's Ally 2
1 (4/day) Entangle(x2), Cure Light Wounds(x2)
0 (4/day) Detect Magic, Light, Virtue, Resistance
Languages: Druidic, Common, Sylvan
--------------------
STATISTICS
--------------------
Str 18, Dex 12, Con 12, Int 12, Wis 15(17), Cha 10
Base Atk +3; CMB +7; CMD 19
Feats: Spell Focus: Conjuration; Augment Summoning, Improved Summoning, Power Attack

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
LN Huge magical beast
Init +5; Senses low-light vision; Perception +17

DEFENSE

AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 size)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +5

OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +9 (2d6+5)
Space 15 ft.; Reach 10 ft.

STATISTICS

Str 20, Dex 15, Con 18, Int 14, Wis 17, Cha 9
Base Atk +6; CMB +13; CMD 25
Feats Alertness, Combat Expertise, Improved Disarm
Skills Fly +11, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nature) +10, Perception +17, Sense Motive +14, Stealth +9; Racial Modifiers +4 Fly, +4 on all Knowledge skills, +4 Perception, +8 Stealth
Languages Sylvan (cannot speak); animal telepathy (30 ft.)
SQ insightful senses, piercing stare

SPECIAL ABILITIES

Animal Telepathy (Su)
A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.

Insightful Senses (Su)
A giant owl’s senses are particularly well honed to sensing danger or locating prey. It adds its Wisdom modifier as an insight bonus (+3 for most giant owls) on its initiative checks.

Piercing Stare (Su)
Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.

ECOLOGY

Environment temperate forests
Organization solitary or pair
Treasure none

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)
hp 17 (2d8+8)
Fort +7, Ref +5, Will +1

Offense

Speed 40 ft.
Melee bite +5 (1d6+5 plus trip)

Statistics
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 15 (19 vs. trip)

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)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.

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:
•movement (fly speed 30 feet [average], the druid must be 5th level to select this bonus)
•senses (low-light vision, +4 racial bonus to Perception)
•natural weapons (bite [1d4], 2 talons [1d4] for a Medium shaman)

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.