Sosiel Vaenic

Alaric Ysande's page

531 posts. Organized Play character for Silbeg.

Full Name

Alaric Ysande


| HP: 51/51 | AC:21 (12 tch, 19 Fl) | CMB: +8 CMD: 20 | F: +7, R: +4, W: +7 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3


| Speed 30 | Wildshape 3/3 | Shirt Reroll: 0/1, Coin 1/1 | Active conditions: GMF 6h, Longstrider 1h, Mage Armor 1 h


Male NG Human (Bonuwat Mwangi) Druid 6

Strength 18
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Alaric Ysande

Alaric Ysande
Male human (Mwangi) druid 6
NG Medium humanoid (human)
Init +1; Senses low-light vision, scent; Perception +12
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 51 (6d8+18)
Fort +7, Ref +4, Will +8; +4 vs. fey and plant-targeted effects
Speed 60 ft. (40 ft. in armor)
Melee +1 scimitar +10 (1d6+6/18-20) or
. . club +9 (1d6+5) or
. . cold iron scimitar +9 (1d6+5/18-20) or
. . touch attack +9 (As Spell) or
. . bite +9 (1d6+5), 2 foreclawss +4 (1d4+2), 2 talons +9 (1d8+5)
Ranged ranged touch attack +5 (As Spell) or
. . sling +5 (1d4+5)
Special Attacks pounce, wild shape 3/day
Druid Spells Prepared (CL 6th; concentration +9)
. . 3rd—daylight, greater magic fang (2)
. . 2nd—barkskin (2), bull's strength, resist energy
. . 1st—cure light wounds (2), endure elements, faerie fire
. . 0 (at will)—create water, detect magic, read magic, stabilize
Str 20, Dex 13, Con 14, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +9; CMD 21
Feats Dodge, Natural Spell, Power Attack, Toughness
Traits deft dodger, natural negotiator
Skills Acrobatics -2 (+2 to jump), Climb +6, Diplomacy +7, Fly +3, Handle Animal +10, Heal +9, Knowledge (geography) +5, Knowledge (nature) +12, Linguistics +3, Perception +12, Ride +3, Spellcraft +7, Survival +14 (+16 to avoid becoming lost), Swim +6
Languages Ancient Osiriani, Azlanti, Common, Druidic, Osiriani, Polyglot, Sylvan
SQ nature bond (deinonychus named Shredder), nature sense, trackless step, wild empathy +6, woodland stride
Combat Gear cold iron sling bullets (50), pearl of power (1st level), potion of cure light wounds, potion of enlarge person, scroll of cure light wounds (x2), scroll of endure elements, scroll of greater magic fang, scroll of jump (x2), scroll of longstrider (x2), scroll of produce flame, scroll of shillelagh, silver sling bullets (10), wand of cure light wounds (38 charges), wand of longstrider (36 charges), wand of mage armor (28 charges), wand of magic fang (50 charges), acid, alchemist's fire, healer's kit, holy water, oil (2); Other Gear +1 dragonhide breastplate, heavy wooden shield, +1 scimitar, club, cold iron scimitar, ranged touch attack, sling, touch attack, druid's vestment, headband of inspired wisdom +2, wayfinder[ISWG], backpack, bedroll, belt pouch, chalk (10), crowbar, fishhook (3), flint and steel, grappling hook, hammer, hemp rope (50 ft.), holly and mistletoe, masterwork tool, mug/tankard, piton (3), scroll case, scroll case, shovel, signal whistle, spell component pouch (2), sunrod, trail rations (4), waterskin, wooden holy symbol of Gozreh, 4,156 gp, 6 sp, 8 cp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Save 15k for Wild armor

Botting directions.

Alaric will order Shredder to attack (typically sending him after the largest targets).

When not in dinosaur form, Alaric will then attack with his scimitar, power attacking,

[ dice=+1 Scimitar, PA]1d20+9-2[/dice] [ dice=Magic Slashing, PA]1d6+5+4[/dice]

If the target requires bludgeoning, he will cast shillelagh with a scroll, and then move in to fight.

[ dice=shillelagh, PA]1d20+8-1[/dice] [ dice=Magic Bludgeoning]2d6+5+2[/dice]

In dino form, he just attacks
[dice=talon, PA]1d20+9-2[/dice] [dice=talon, PA]1d8+5+4[/dice]
[dice=talon, PA]1d20+9-2[/dice] [dice=talon, PA]1d8+5+4[/dice]
[dice=bite, PA]1d20+9-2[/dice] [dice=bite, PA]1d6+5+4[/dice]
[dice=foreclaw, PA]1d20+4-2[/dice] [dice=foreclaw, PA]1d4+2+2[/dice]

[dice=talon, PA, GMF]1d20+9-2+1[/dice] [dice=talon, PA]1d8+5+4+1[/dice]
[dice=talon, PA, GMF]1d20+9-2+1[/dice] [dice=talon, PA]1d8+5+4+1[/dice]
[dice=bite, PA, GMF]1d20+9-2+1[/dice] [dice=bite, PA]1d6+5+4+1[/dice]
[dice=s, PA, GMF]1d20+4-2+1[/dice] [dice=foreclaw, PA]1d4+2+2+1[/dice]

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.