Kulgara

Alitja's page

44 posts. Alias of Oceanshieldwolf.


Race

| HP 10/10 |AC 15/T 12/FF 13 | Fort +3 Ref +2 Will +5 | Init +2 | CMB +2; CMD 14 | Per +3, Spd 30 ft

Gender

Female Half-Orc Druid 1

Special Abilities

Wild Empathy, Nature’s Bond, Nature Sense, Spellcasting

Alignment

Neutral

Deity

Kamien; Bowbe

Strength 14
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 16
Charisma 12

About Alitja

Quick View Stats for Combat:
Status: Healthy
HP: 10/10
AC: 15, touch 12, flat-footed 13
Saves: Fort: +3, Reflex: +2 , Will +5
CMB +2
CMD 14

Initiative: +2
Conditions:
Spells in Effect:
Currently wearing:Leather Armor
Items in Hand: Scythe

SPELLS:

Concentration: +4 (1, +3 Wis)
DC = 10 + SPELL LEVEL +3 WIS = 14
1st level spell slots: (_)(_) (Listed for use; (_),(_), to represent open slots and (X),(X), to represent used slots),

Prepared Spells/day 3 Orisons, 2 1st
Prepared Orisons: create water, mending, stabilize

1st level spell slots: cure light wounds, shillelagh

Spontaneous Casting: Summon nature's ally

Abilities: Nature bond (animal companion), nature sense, orisons, wild empathy.

Alitja‘s Tale:
Alitja follows the River. She has an orc mother. And travels with a wolf, Khügh.

Crunch:

Ability Scores Score/Mod/Point buy [racial adjustment]
Str : 14 (+2) 5 pts
Dex: 14 (+2) 5 pts
Con: 13 (+1) 3 pts
Int: 10 (+0) 0 pt
Wis: 16 (+3) 5 pts ((+2 racial))
Cha: 12 (+1) 2 pts
20 pt buy

Initiative: +2 (+2 Dex)

DEFENSE:
AC: 15, touch 12, flat-footed 13 ( +3 armor , +2 dex)
HP: 10 (1d8 maxed, +1 con, +1 Favored Class)
Fort +3 (2 + 1), Ref +2 (0 + 2), Will +5 (2 + 3)

OFFENSE:
Speed 30 ft
Melee:
Scythe +2, 2d4 +2, x4 (P or S)
Club +2, 1d6 + 2 x2 (B)

Ranged
Dagger +2, 1d4 +2, (19-20, x2) (P)
Club +2, 1d6 +2 x2 (B)
Sling +2, 1d4 x2 (B)

Base Atk: +0 (+0 druid)

CMB: +2 (+0 BAB, +2 str)
CMD: 14 (10 +0 BAB, +2 str, +2 dex)

Favored Class Bonus Hit points

FEATS:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Skills:
: (4 ranks - 4 druid)
(Heal, Knowledge (nature), Stealth, Survival)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/xx/+2 = +2
Appraise/No/xx/+0 = +0
Bluff/No/xx/+1 = +1
Climb/Yes/xx/+2 = +2
Craft (tattoo)/ Yes/xx/+0 = +0
Diplomacy/No/xx/+1 = +1
Disable Device/No/xx/xx = +xx *cannot use untrained
Escape Artist/No/xx/+2 = +2
Fly/Yes/xx/+2= +2
Handle Animal/Yes/xx/+1 = ++1
Heal/Yes/1/+3 = +6
Intimidate/No/0/+1 = +3 ((+2 racial))
Knowledge (geography)/Yes/xx/+0 = +0
Knowledge (nature)/Yes/1/+0 = +5 (+2 nature sense)
Knowledge (all others)/No/xx/+0 = +0* *cannot use untrained
Linguistics/No/xx/+0 = +0* *cannot use untrained
Perception/Yes/xx/+3 = +3
Perform/No/xx/+3 = +3
Profession (any)/No/xx/+0 = +0* *cannot use untrained
Ride/Yes/xx/+2 = +2
Sense Motive/No/xx/+3 = +3
Sleight of Hand/No/xx/+2 = +2* *cannot use untrained
Spellcraft/Yes/xx/+0= +0
Stealth/Yes/1/+2 = +5
Survival/Yes/1/+3 = +8 (+2 nature sense)
Swim/Yes/xx/+2 = +2
Use Magic Device/No/xx/+1 = +1* *cannot use untrained

Half-Orc Racial Traits:

Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

FEAT AND SKILL RACIAL TRAITS

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

OFFENSE RACIAL TRAITS
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

SENSES RACIAL TRAITS
Darkvision: Half-orcs can see in the dark up to 60 feet.

OTHER RACIAL TRAITS
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

DRUID CLASS ABILITIES:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. 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: 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. 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 able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing 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

Languages: Orc, Common, Druidic

Equipment:
:
Weapons:
Scythe, 2d4 x4 (P or S); 18 gp, Wt: 10 lbs.
Club, 1d6 x2 (B) (10 ft range); Wt: 3 lbs.
Dagger 1d4 (19-20) x2 (P or S) (10 ft range); 2 gp, Wt: 1 lbs
Sling 1d4 x2 (B) (50ft range); Wt:
Stones 5 sp; Wt 5lbs.

Weapons Subtotal: 22.5 gp Wt: 19 lbs

Armor:
Leather (+2 AC; +6 Max Dex; 0 ACP) 10 gp, 15 lbs.

Armor Subtotal: 10 gp, 15 lbs.

Miscellaneous
Backpack, 2 gp, 2lbs
Oil x3, 3 sp, 3lbs
Rope, silk (50ft), 10 gp, 5 lbs
Flint and steel, 1 gp
Caltrops, 1 gp, 2lbs
Waterskin, 1 gp, 4lbs
Flask 3 cp, 1.5 lbs
Rations x5, 5.5 gp, 5 lbs

Misc equipment subtotal: 21 gp, 8 sp, 3 cp 22.5 lbs

(10 gp , 6sp, 7 cp remaining)

Total equipment cost: 59 gp, 3 sp, 3 cp
Remaining gold: 7 gp, 6 sp, 7 cp
Total Weight 55.5 lbs
Capacity: 58 or less = light load. Load: light

Khügh, Wolf:

Abilities:
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Khügh

AC: 15 | HP: 20 | Fort +5 Ref: +5; Will +1 | Attack: Bite +2; Damage 1d6 +1 plus trip
| Dodge, low vision, scent | Stealth +5, Acrobatics +5

Starting Statistics:
Wolf:
Size Medium;
Speed 50 ft.;
+2 natural armor;
Attack bite (1d6 plus trip);
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities: low-light vision, scent.

(Base Statistics for starting Animal Companion)
HD: 2
BAB +1
Fort +3; Ref +3; Will +0
Feats: 1
Skills: 2
Tricks: 1