About AlcheringaMale Elf Druid 7 NG
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CMB 10 Spells:
1
2
3
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SKILLS:
SKILLS
Mod/Ability/ranks/misc Mod/Ability/ranks/misc Acrobatics: 8/4/4/0 Appraise: 2/2/0/0 Bluff: 0/0/0/0 Climb: 9/5/1/3 Diplomacy: 0/0/0/0 Disguise: 0/0/0/0 Escape artist: 4/4/0/0 Handle Animal: 7 /0/4/3 Heal: 8/3/2/3 Intimidate: 0/0/0/0 Knowledge (Dungeoneering): 3/2/1/0 Knowledge (Geography): 7/2/1/4 Knowledge (Local): 3/2/1/0
Knowledge (Planes): 7/2/5/0 Perception: 15/3/7/5 Profession (Golemsmith): 7 /3/1/3
Spellcraft: 11/2/6/3
Languages Taldane, Varisian, Elven, Shoanti, Sylvan,Druid
RACIAL:
RACIAL
- Low-Light Vision: may see twice as far as humans in conditions of dim light - Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects - Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic items - Keen Senses: +2 Racial bonus on Perception checks - Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial
TRAITS:
TRAITS
Warrior of Old: +2 Trait bonus on Initiative checks Devotee of the Green [Knowledge (geography)]: +1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (geography) is always a class skill
FEATS:
FEATS
–– GENERAL FEATS –– • NATURAL SPELL: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape. (PFCR 131) • PLANAR WILD SHAPE: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form's natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature. (PFUC 113) –– COMBAT FEATS ––
• POWER ATTACK: Take -2 to melee attack rolls for +4 in melee damage bonus (+6 for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary natural weapons). Lasts until your next turn. (PFCR 131) • SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133) • TOUGHNESS: +7 hit points. (PFCR 135)
• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose Sylvan as a bonus language. (PFCR 50). • DRUID ORISONS: Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. (PFCR 49). • DRUID SPELLS: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. DC for a saving throw against a druid’s spell is 10 + the spell level + Wisdom modifier. (PFCR 49). • DRUID 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. (PFCR 49). • DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but wooden only. (PFCR 49). • WILD SHAPE: You can change form 2 times per day for 7 hours, or until you choose to change back. Cannot speak in animal form. Standard action to change. Does not provoke AoO. Possible forms:
• FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden by your alignment. (PFCR 41, 49). • NATURE BOND (Animal Companion - Lion): You have chosen an animal companion. The Lion is detailed in [PFCR 54]. (PFCR 50). • NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50). • RESIST NATURE'S LURE: +4 bonus on saving throws against the spell-like and supernatural abilities of fey. Also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. (PFCR 51). • TRACKLESS STEP: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. (PFCR 51). • WOODLAND STRIDE: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. (PFCR 51). [spoiler=Dire Tiger Form] STR 24
AC 21, touch 13, flat-footed 18. (+4 nat, +4 armor, +3 Dex) Bite - [dice]1d20+11[/dice]
Claw - [dice]1d20+11[/dice]
Claw - [dice]1d20+11[/dice]
Power attack combo Bite - [dice]1d20+9[/dice]
Claw - [dice]1d20+9[/dice]
Claw - [dice]1d20+9[/dice]
Special Attacks pounce, rake (2 claws +9, 2d4+1d6+11)
GEAR:
GEAR Belt of Force and Speed: Enhancment bonus of +2 to STR and DEX This belt is made of finest Garundi crocodile leather and its bronze belt buckle shows a muscled arm and a boot with attached wings. Longhbow (Mwk Comp) Scimitar (M/Work) Leather Armour Ironwood Wild 'chain shirt' Pocket full of junk
Companion
Stats:
Blaze Blaze
Attack sequence:
Alcheringa Attack - [dice]1d20+8[/dice] Damage - [dice]1d10+9[/dice] Blaze Bite - [dice]1d20+10[/dice] (Grab) - [dice]1d20+11[/dice]>CMD Damage - [dice]2d6+6[/dice] Claw - [dice]1d20+9[/dice] (Grab) - [dice]1d20+11[/dice]>CMD Damage - [dice]1d6+6[/dice] Claw - [dice]1d20+9[/dice] (Grab) - [dice]1d20+11[/dice]>CMD Damage - [dice]1d6+6[/dice] Power attack -2/+4 Despite clearly being a penniless beggar, the unusual thing you notice about the tall elf is his cleanliness, indeed as he drifts gracefully as a cat past you you note the gentle scent of crushed fragrant herbs mixed with the smell of rain. The Leather armour he is wearing is in good repair and of a Shoanti style, and he bears an elven blade polished to a mirror finish. His appearance is decidedly Shoanti but he is clearly an Elf. His long dark hair is tied in braids, pulling his hard elven facial features tighter – an almost predatory mask, the braids are interwoven with fine beads and tiny fresh flowers that a trained observer would note as catnip. The same trained observer, given a short period of time, would also note his odd behaviours – foraging for food after dark, whether from the wilds, or the cities refuse – simply using his minor magics to recycle waste food into hearty meals, and creating water with which to bathe. His pockets are filled with odds and ends, and sundry miscellany, but if you turned him upside down and shook him you wouldn’t get a copper. On the other hand, any observer, even the most myopic, would note the rather large Firepelt great cat that accompanies him – and indeed they seem like two peas in a pod. It’s not that he is unfriendly, it is not that he is uncultured – a short conversation with him reveals a well formed and educated mind that has simply turned away from the cosmopolitan life and sought the solitude and adventure of the wilds. He clearly has wandering feet and is a free spirit. So the story would unfold, for it is freely given, that this wayward Elf was destined to become a warrior, yet early in his training it was found that his wanderlust made him a poor prospect to the craft, and his trainers were not surprised when one day he upped and wandered off into the forest empty handed (barring the sword he was carrying at the time, and an apple in his pocket) and was never seen again, and only heard from sporadically in notes home ferried by travellers who reported meeting a slightly wild elf on a road, the reports of which road varied each time and were often a great distance apart. What happened during that ‘walkabout’ is lost in a bit of a haze, but what is clear is that he found his Druidic calling. [spoiler=Unclaimed & party assets] Cash Mundane
Magic |